[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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DCLXVI
DCLXVI
Mafia Scum
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Post Post #4976 (isolation #0) » Tue Jul 17, 2012 9:33 am

Post by DCLXVI »

Instead of the back-up roleblocker stuff, just give the mafia a factional roleblock ability and make it so that the same player cannot submit both the kill and the roleblock. That would seem less complicated.

Otherwise that setup looks very intriguing.
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DCLXVI
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Post Post #4990 (isolation #1) » Thu Jul 19, 2012 4:03 pm

Post by DCLXVI »

So a while back I went through the approved setup list and I noticed that there was not a single approved open setup with a cult in it. Personally cults are probably my favorite type of scum group so I went and created a cult setup.

Any thoughts on whether or not this is balanced would be appreciated. I'm open to suggestions as well.

1 cult leader

1 mafia goon

1 mafia two-shot watcher

2 of the following: Docter, Jailer, Cop, Investigator.
1 one-shot census taker
7 vanilla townies



Role specifics:
Spoiler:

Cult Leader:

-Has night-kill immunity night 1.
-limited to three recruiting attempts.
-is not allowed to recruit more than 2 players. (max total of three cultists, both living and dead)
-cannot recruit mafia members or power roles.
-the cult have a factional roleblock ability, can be used by any member but not at the same time as recruiting.

Mafia Goon:

-Cannot be recruited by the cult
-Can send in factional nightkill.

Mafia two-shot watcher

-Targets a player and see everyone who targets that player.
-Cannot send in the factional kill and use the watch ability on the same night.

Doctor:

-Protects target against mafia kill
-Does not stop cult conversion

Jailer:

-role-blocks target
-Protects target from cult conversion
-Does not protect from mafia kill

Cop:

-Recieves results in the format: Mafia/Not Mafia

Investigator:

-Receives results in the format: Cult/not Cult
-If a vt is converted the same night as the investigation the result will be cult.

One-Shot Census Taker

-Once at any point in the game the census taker may PM the mod and ask how many cultists are alive in the game. The mod will pm back with the amount of cultists.


Some other stuff:

-Jailer and investigator work against the cult. Cop and doctor work against the mafia.

-I really like keeping the town pr's as 2of4 simply because it helps prevent the lategame massclaim that can often break completely open setups.
-With the 4 possible prs duplicates are not possible.

-The setup is a little swingy. I might need a way to fix that. On the other hand, any multiball setup is going to be like that do to the cross-kill possibility. The fact that the cult does not have unlimited conversion and can't be killed of night 1 should prevent most problems related to the cult.
---------
Edit: added factional roleblock to the cult team.
Last edited by DCLXVI on Thu Jul 19, 2012 5:15 pm, edited 1 time in total.
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DCLXVI
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Post Post #4992 (isolation #2) » Thu Jul 19, 2012 5:13 pm

Post by DCLXVI »

Cobblerfone wrote:If there's an investigator, they will always claim D1, seeing as the mafia wouldn't want them dead until the cult was eliminated, and the cult can't do anything to get rid of them.


Yeah, that's a problem.

Hm, I hadn't thought about that but another bad scenario could be if the mafia got lynched town could just no-lynch and let the investigator check things out until the entire cult is found.

A few ways to solves this:
1) Change investigator to tracker, allowing him to catch the cult converting but not able to catch them that.
2) Give the cult a faction roleblock, the one problem with this is that it would end up being used only on the investigator once the invest claims a guilty, but that will be the tradeoff the invest will have to be willing to make when he claims.

3) Make the investigator have only 3-4 attempts. This prevents the prolonged no-lynch scenario.
4) Change the four possible pr's.
5) Not allow for a no-lynch, this would prevent town from doing a no-lynch + investigation after the mafia is dead.

Yeah, cult setups are difficult to balance, but I would think that number 2 would be the best option to solve this one problem.
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