[OLD] Open Setup Ideas and Discussion
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- F-16_Fighting_Falcon
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F-16_Fighting_Falcon Mafia Scum
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F-16_Fighting_Falcon Mafia Scum
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But when he creates a lover pair and starts talking at night, wouldn't the lover know that he is the cupid?In post 6396, Albert B. Rampage wrote:Mafia cupid needs to fakeclaim. Nobody knows that he's the cupid except scum, not even the lovers.
I am probably completely missing something. I am assuming the lovers have a private QT to talk.- F-16_Fighting_Falcon
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F-16_Fighting_Falcon Mafia Scum
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So, 6 players. If the goon is lynched, then a townie is nk'd and there are 4 players. Since it is not nightless, they will probably no lynch, and then it'll be LYLO. If the other scum is lynched, game over. If a townie is lynched, then the goon and another townie die, so it will be LYLO right away. It is basically like a vengeful but with 6 players and a few differences. I don't get the point of almost requiring a no lynch though because that's what will happen regardless if the goon is lynched day1.- F-16_Fighting_Falcon
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F-16_Fighting_Falcon Mafia Scum
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F-16_Fighting_Falcon Mafia Scum
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F-16_Fighting_Falcon Mafia Scum
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A 15 player game with 4 scum, 11 town.
Scum don't know the names of all of their teammates, so it works somewhat like a traitor mechanic. Let's call the scum players, A, B, C, and D.
A receives a role PM saying that he is scum with B, C, and another player whose identity he will not be told.
B receives a role PM saying that he is scum with C, D, and another player whose identity he will not be told.
C receives a role PM saying that he is scum with D, A, and another player whose identity he will not be told.
D receives a role PM saying that he is scum with A, B, and another player whose identity he will not be told.
So, it is somewhat like a traitor mechanic but everyone has a "traitor" who they don't know about. That would make for an interesting (and possibly complex) set of interaction analysis if someone flips scum. Scum will flip as "A", "B", "C", or "D" so the town will be aware of the cycle so if two scum flip "C" and "B", town will know that B was aware of C but C was unaware of B.
As for the nightkills, I have two possible scenarios. The first is to run is as a setup where the night kill decision circulates. A decides on N1, B decides on N2 etc. The second is to run it as a nightless game by altering the numbers.- F-16_Fighting_Falcon
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F-16_Fighting_Falcon Mafia Scum
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I feel the problem with nightless games is mostly that the number of mislynches needed to end the game varies depending on how many scum are lynched. How about a setup where scum need a certain amount of mislynches to win?In post 7012, LlamaFluff wrote:
I have been thinking about this, and I like it as nightless because you are already going to have to need no night discussion because that makes it easy to just circulate the information.In post 7001, F-16_Fighting_Falcon wrote:A 15 player game with 4 scum, 11 town.
Scum don't know the names of all of their teammates, so it works somewhat like a traitor mechanic. Let's call the scum players, A, B, C, and D.
A receives a role PM saying that he is scum with B, C, and another player whose identity he will not be told.
B receives a role PM saying that he is scum with C, D, and another player whose identity he will not be told.
C receives a role PM saying that he is scum with D, A, and another player whose identity he will not be told.
D receives a role PM saying that he is scum with A, B, and another player whose identity he will not be told.
So, it is somewhat like a traitor mechanic but everyone has a "traitor" who they don't know about. That would make for an interesting (and possibly complex) set of interaction analysis if someone flips scum. Scum will flip as "A", "B", "C", or "D" so the town will be aware of the cycle so if two scum flip "C" and "B", town will know that B was aware of C but C was unaware of B.
As for the nightkills, I have two possible scenarios. The first is to run is as a setup where the night kill decision circulates. A decides on N1, B decides on N2 etc. The second is to run it as a nightless game by altering the numbers.
That said im not quite sure on the numbers. At 2T:1M town has had a historical edge, so im thinking it would probably be either a 8:4 or 7:4 setup. Maybe 7:4 because scum would have a hard time actually getting a quick hammer in to win due to threat of hitting their unknown. Scum only need three mislynches still, but that last one becomes harder to pin down.
Need more setups of this size at least going through trial runs so want to see if this is actually workable
In that scenario, we could have 8 town: 4 scum and end the game if the town are reduced to 4 members at any point in the game. - F-16_Fighting_Falcon
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