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Parity Detective investigates two people during the night, and gets "same" result if their alignments (town-sided, mafia-sided) are same, and gets "different" result if their alignments are different.
I think this is a stronger version of a cop, but town only has 1 mislynch in this setup.
I think all players who knows the code should be able to share it with another person if they want. It's more realistic.
And why medic? Can't you just have 9 crew and select 1 at random to start with the code?
Giants are essentially Mafia Goons. They get nightchat and a factional kill.
Humans are basically Town Compulsive Hiders. Except multiple people can hide behind the same person and when you do hide actions that target you still effect you.
So it's basically a game a WIFOM. Town wants to confirm certain players, but they don't want to target the obvious player or they'll get mass-killed by scum. But then scum can anticipate that and shoot the least likely person. And of course Town can die by just targeting scum.
Thoughts? It's a bit scum-sided now, so maybe randomly assign each of the Townies as Even or Odd night? Could add another layer of depth.
Not sure if trolling, but I'll bite.
Obvious Breaking strategy:
Players assign 1 through 12 to each player, and no lynch.
Every player targets the player who has 1 more than their number (i.e. #1 hides behind #2, etc.), and player #12 hides behind #1.
Even with the giant's night kill, only max three players will be killed. Giants have been narrowed down to three players, and it's currently 2 vs 7.
Giants are essentially Mafia Goons. They get nightchat and a factional kill.
Humans are basically Town Compulsive Hiders. Except multiple people can hide behind the same person and when you do hide actions that target you still effect you.
So it's basically a game a WIFOM. Town wants to confirm certain players, but they don't want to target the obvious player or they'll get mass-killed by scum. But then scum can anticipate that and shoot the least likely person. And of course Town can die by just targeting scum.
Thoughts? It's a bit scum-sided now, so maybe randomly assign each of the Townies as Even or Odd night? Could add another layer of depth.
Not sure if trolling, but I'll bite.
Obvious Breaking strategy:
Players assign 1 through 12 to each player, and no lynch.
Every player targets the player who has 1 more than their number (i.e. #1 hides behind #2, etc.), and player #12 hides behind #1.
Even with the giant's night kill, only max three players will be killed. Giants have been narrowed down to three players, and it's currently 2 vs 7.
GG.
Ummm no? cause no one can tell if they were hidden behind?
So giants just kill out of order (say 3-4 away from their numbers) and boom they are safe.
Say giants are numbers 3 and 7.
Hider 2 and hider 6 will die, yes?
Say giants kill "out of order" and shoot (say 3-4 away from their numbers) hider 11. This does not kill hider 11, since hider 11 is hiding behind hider 12, but it kills hider 10 who was hiding behind hider 11.
Now we have hider 2, 6 and 10 dead, and this incriminates players 3, 7 and 11.
2 Mafia Goons
1 Innocent Child
1 Doctor
5 Vanilla Town
Checklist:
Mafia has more than one member. (Mafia learns to play as a team)
Town has a PR. (Mafia and Town can learn to PR hunt)
Fakeclaim potentials. (Mafia can fakeclaim as doctor)
Playing with a clear/as a clear. (Innocent Child)
No breaking strategies. (i.e. no Follow the Cop)
My simulation shows that this setup has town win rate of
48.5%
(very close to 50%) given that town were to randomly lynch, and mafia were to randomly shoot. (unless doc claimed of course)
Doctor is supposed to be on the IC whole game, yes.
The night action sequence is a solved question from the town side of things. Only thing unpredictable is the choices mafia makes.
We should teach newbies to focus on the day game, and teach them that the PRs are dependable things that do certain reliable things during the night. Also, analyzing the night kill choice is still a thing in this setup.
Day phase should favor the town, and night phase should favor the mafia.
Traditionally, town should be in their homes during the night, cowering in fear under their beds or whatever.
Town power roles added a new layer of complexity to the game, because mafia now needs to PR hunt etc (I approve), but the new mechanic shouldn't overshadow the original spirit of the game. Not for newbie games, anyway.
Overreliance on the power roles tend to result in mafia games that are no longer about the day phase, but good uses of night actions. While those games can be balanced and even be fun, those games are not the games I want to teach the newbies.
In post 6629, Faraday wrote:
I do think it suffers from a problem in that it's going to get repetitive for IC's and such, which is probably an actual issue. (no one really wants to play the exact same open setup game after game, do they?)
Ok. That's actually a good point. I don't mind playing the same stuff, but I obviously can't speak for others' preferences.
I do think this setup is an improvement over the one we currently have though.
1 confirmed innocent, 1 doctor, 1 goon and 1 VT isn't a possible game-state during the day, if we assume that doctor is always protecting the Confirmed Innocent and scum is always killing someone else other than CI, and town always lynches.
Scum will fake-claim doctor some fraction of the time if they get run up to lynch. Doctor will counterclaim in this case, and things follow.
Doctor choosing to protect between CI and someone else is also a game theory problem. In reality, doctors will probably choose to protect the CI only some fraction of the time.
Scum will also only shoot the CI some fraction of the time, obviously.
The assumptions are not perfect, but I hoped that they wouldn't throw the simulation off too much.
Scum will fake-claim doctor some fraction of the time if they get run up to lynch. Doctor will counterclaim in this case, and things follow.
Doctor choosing to protect between CI and someone else is also a game theory problem. In reality, doctors will probably choose to protect the CI only some fraction of the time.
Scum will also only shoot the CI some fraction of the time, obviously.
The assumptions are not perfect, but I hoped that they wouldn't throw the simulation off too much.