[OLD] Open Setup Ideas and Discussion
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Main criticism is I don't like % roles, like % chance of investigating someone correctly. Works okay in this set-up.
Balance looks okay, lot depends on the JOAT but that might not be a bad thing. It's your standard 10/3 split, and 3 weak town power roles. It being open means they're confirmable (although obv scum can claim them) in fact any scum being lynched should claim JOAT. Hmm. With the faith healers there then it makes it even more interesting.
Oh I know nothing about open games so take this with a pinch of salt.break my heart- Faraday
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I think hero's fix where there's one effective/one ineffective is probably better than both having 50% chances.chkflip wrote:DarthYoshi's 13p Faith Plus One!
3x Mafia Goons
2x Town-aligned Faith Healers
1x Town-aligned Sane Cop
7x Vanilla Townies
Special Mechanic: If both Faith Healers protect the same person in one night, the protection is guaranteed to not work. Y'know, competing religions and whatnot.
Day start.
Just want to repost this because my open is super soon and I want to run this setup. I nominated it but it still needs seconds and so on. So you should so that. xDbreak my heart- Faraday
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It's interesting, as there's always the posibility that scum will claim miller/gun owner.
So it's up to 10vt's/Gunsmith/Cop versus Sk /Goon/Gf/Bladefather
It looks okay, I'm not sure I like the serial killer in the set-up, I think it could be more interesting with just town/mafia but I suppose it kind of works - even less room to trust innocents, I mean a gunsmith is likely to get 1 or maybe 2 results before they claim, same with cop so it's interesting, as here claiming with a few innocents could easily contain 2 of the scum if you're not careful.break my heart- Faraday
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Rolecop.
And don't compare the Jailer and Doctor, the Jailer IS really powerful in a newbie.
Also watcher is a pretty damn powerful PR, in a small game it's not that hard to predict who's going to be killed.break my heart- Faraday
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Blackest Night being an example of a terrible one, right?break my heart- Faraday
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Not using a cult...
I just really hate the core mechanic of the cult, i.e. recruiting players and changing their win conditions. I don't think they're fun to play, they're pretty much impossible to balance (or at least they have MASSIVE swing, so that early game a couple of bad recruit choices can fuck a cult over but unless you stop them by day 3/4 you're probably fucked)break my heart- Faraday
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↑ LlamaFluff wrote:Random thought...
Friends and Acquaintances and Enemies
3x Masons
3x Neighbors (Masons or Mafia can be neighbors) - Have Daytalk
3x Vanilla Mafia
4-7x VT (bring to 13 players)
Just a new way to look at what already is a decent setup (FaE/FaEaE) by adding a new element to it.
Town sided with 13 players depending on how the neighbours are utilised I guess? Depends on how pro town you figure the neighbourhood is, since I think F+E with 13 players is slightly town sided on the forum.break my heart- Faraday
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No. It's nothing like that, at all. What are the penalties if they break the rule? You can't remove the posibilities of people revealing their "real account" via typing style, there'll always be subtle things that drop through. Trying to force people to change their typing style seems an unenjoyable endeavour for them, too. I mean people tend to intentionally mask it up to a point - but as I said something always slips through and some people are just really obvious, anyway.break my heart- Faraday
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Sure, they probably are. I think it's a net negative for player enjoyment (pseudo post restrictions are bad and unenjoyable), though. (And also don't think it really adds anything.)
There was a hydra game ran with 2 slots per hydra a while back (and random hydras), if you want to take a look at something similar. (Simply called "hydra mafia", I think? mod was bv310)break my heart- Faraday
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↑ callforjudgement wrote:For whatever reason, hydras seem more prone to flaking than single players.
I don't think so? I don't know, I don't think I've ever had a hydra flake from a game of mine. A lot depends on who's in the hydra, of course.break my heart- Faraday
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With 6 scum and they all shoot night 1 and no crosskills it's 5:6 at the start, but more accurately it's 5:2:2:2. So yes there are less town players than scum but at least it's nightless for the next 2 nights. It would certainly be tough if that happened but not completely unwinable, I think?break my heart- Faraday
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Less unique power roles. Don't think it breaks it here, though. It's still 7:3 which is hard on town. Day 2 lylo means they have to massclaim somewhat day 1 due to avoiding the icky "I'm the cop" stuff on Day 2. (Best to estatblish it day 1 - he'll get a result either way)
When does vanilliser resolve? After the night? So the cop would still get his results. Town are probably best claiming "PR" or "Not PR", day 1 I think? (At least initially). Scum should kill one and vanillise the other. Meh. Mafia tracker is effectively useless, really.break my heart- Faraday
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idk i don't think the set-ups retardedly unbalanced completely with the high number of unique pr's. It doesn't seem that fun though. mafia tracker is useless when day 1 massclaim is optimal for town and i'm not sure what utility it serves?. town basically need the cop to get a scan here - so they need the bg on him night 1. i'd probably still expect the scum to win more than average just b/c I think 3 scum is a powerful voting block in such a small game.break my heart- Faraday
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↑ Ineffective wrote:Even when there are as many known prs as mafia? 10:3? Is this because of the voting system?
Idk, what's the ratio usually for an EM game? 5:2, 7:2 are all fairly common here for the semi open newbie set-up. But yeah anything with 3 scum is usually 10 town unless there's a high concentration of pr's. A closed normal will generally have 3-4 pr's (although some are pretty weak shit like neighbouriser and scum will have a pr or 2 to offset them), it varies depending on opens.break my heart- Faraday
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I kind of like that, gives the cult something to do other than just look town tells and recruit people for an easy win. Night start or Day Start? For a cult set-up I don't hate it. Diviner role seems fun to play too.
Seems like qt wouldn't work as well for that. Pm's/Aim/Skype or w/e works best for that type of communication.break my heart- Faraday
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I...don't see how this makes it any way stronger. The cop gives 100% accurate results, the tracker doesn't.break my heart- Faraday
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Kill the guy with the track everynight and it becomes 10:3 with one unkillable townie until Night 4 and a roleblocker until Night 2? Seems like scum should win that, really.
That's ignoring the override ability, even.
Am I missing something?
er I guess there's the WIFOM of wanting to keep the tracker alive in case one of them ever gets it. EH.break my heart- Faraday
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(Or just by claiming...)In post 5945, JacobSavage wrote:Miller can be confirmed by both Cop and Seer investigating him (both should be guility?)
And then its what 8 against 6....break my heart- Faraday
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every multi scum game ever then?In post 5954, quadz08 wrote:
Not necessarily. Not to mention that if town is relying on scum to kill other scum, your game is poorly balanced pretty much by definition.In post 5952, ferretlover wrote:Werewolves and Mafia are SUPPOSED TO TRY TO KILL THE OTHER FACTION!break my heart - Faraday
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