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So scum actually have only 3 people to choose from to be witness? I think you can expect any half-decent scum to figure out the masons and then have just a small witness pool, from which they will choose the one with the most awkward reads.
Witness will play like scum, knowing who the scum is, but needing to make fake cases on town and thus is likely to either get figured out by scum or be lynched (and be figured out afterwards by scum).
2:7 mountainous is really scumsided and I don't think putting in masons outweighs the extreme anti-town utility that is the witness.
If you wanna use witness, you will have to put in more town power.
I think Poison Doctor is a little negative utility, letting a single player control which lynch goes through. If he stops a lynch, the player will just be lynched the next day.
that gives a doc with a tracker in a 9v3 (even number) setup. Just too scumsided. I have no idea how unlimited lynches will affect the scumsidedness of the setup.
In post 6875, Mr. Flay wrote:Biggest question, of course, is how many X Townies might be balanced.
The setup looks quite mountainous to me, with the only difference that there is someone guaranteed to live to the next day. I don't know how many townies you wanna add, but even 11:2 mountainous is a tad scumsided, so. You might consider throwing in some town power.
Flay's scenario follows if the Jester has 0% chance of being lynched.
I'll calculate the actual percentages:
25% Jester lynched*33% of town win in LyLo--> 8,25%
25% mafia goon lynched-->25%
50% townie lynched*50% town win in LyLo-->25%
Gives an EV of 58,25%
Townsided, yes, but not ridiculously.
If new neighbourhoods are formed, are the old ones erased or do they keep existing?
I think this is probably scum-sided, with scum just able to join the 'dangerous' hoods. It's pretty hard to correctly use hoods if you have no certainty of your neighbours being town.
Perhaps add a little town power that is not investigative, but helps preserve the town's strongest players, bodyguard/doc perhaps?
I'd suggest a circulating night kill, so scum must make certain not to get nightkilled themselves by an unknowing buddy. I'm not sure 11-4 is balanced but the traitor mechanic and absence of factional discussion might make it so?
I like the idea. There's way too many scum though. It's almost impossible to send a scum to hell and after a few days of only town sendings, scum almost get a majority of votes.
10-3 and only 2 scum up/down? Still scumsided, I think.
I like the first version better, but there's a few things that I don't understand/need improvement.
1. The setup is inherently townsided by letting town have 3 lynches and thus 60% chance of hitting scum (disregarding 50% neighbourizer). Neighbourhoods are somewhat positive utility, so that's even more townsided. Why not add a nightkill and have only two lynches?
2. There's a 50% chance the neighbourizer is scum. So you can lynch 2 random townies and then the neighbourizer for an EV of 75% (0.5 town neighbourizer*0.5 lynching scum in two rounds+0.5 mafia neighbourizer=0.75) Why not let every player have a 20% chance of being scum?
Point 2 is most important.
I don't really like the addition because it has the possibility of ruining the game thread by only talking in QT's.
Hmm. If mafia is lynched day 1 and the cops all randomly target someone, it seems almost unwinnable for maf.
However, if town is lynched, the cop shots cannot even confirm a single person.
If you go for the other variant, the game is broken after a maf lynch by targetting the person below you.
After a town lynch the game will probably be a tad better with the alternate version.
↑BBmolla wrote:How do we fix that then? Give Mafia 1-shot mass roleblock if partner is lynched d1?
That's a very inelegant solution.
I think the setup is just flawed. If scum is lynched, it's town autowin and if town is lynched it's more or less mountainous, which is easily won by scum.
Perhaps let the scum have 3-scum alive visits, which boils down to two visits if scum lynched and one visit if town lynched.
↑TierShift wrote:shouldn't scum be punished for letting their igniters die tho?
In most cases losing all primes is a pretty big punishment, making all previous days effectively nightless
that's not such a big deal if scum get killed in the first two days, but that's counterbalancing
Yeah but
You should be able to manage one of your igniters staying alive as a scumteam. If you fail at that, I don't see why you should receive 'help' and gain a NK. In some situations with a very strong town voice, it might even be a relief to ditch your last igniter to just get the NK. It doesn't make sense.
JW, there's no reason to withhold info scum already has. Even if you don't use it, you should clam if primed or not. And as BB said, it makes it harder for scum to fakeclaim.
↑Phillammon wrote:Any recommendations? My gut says Gunsmith or Oracle would be the logical power role to put in for town. Leaning towards the latter. (Target someone at night, if the oracle dies that night and the target was town, they are mod-confirmed as town)
Even with a full cop it looks scumsided due to the amount of kills.
Thoughts on balance? Or a better name for knowledgeable survivor? A way to make the game interesting if the knowledgeable survivor dies early/a way to ensure he doesn't die early?
I made a lot of mafia. Thus, the survivor will need to get mafia lynched a lot. By doing so, he can be found out by town. That's the idea behind the setup anyway.
Feel free to add townies or mafia to make it more balanced. Possibly nightless would be better?
I don't think you understand what I'm going for with this setup, a reverse mafia of sorts. A player needs not to kill town, but mafia without being found out.
Anyone got any other ideas as to get this idea working?
Now shifter can just lynch town for two days after which he suicides. leaving 5p LyLo and very likely winning.
I imagine that'd be the optimal way to play it, which may not be all that bad now that I'm doing the math.
But that is totally not how I want it to be played. I have a solution: claiming shifter results in a modkill! That should solve all issues.
↑BBmolla wrote:May want to consider giving Shifter a better chance at not accidentally being nightkilled those first two nights. Not sure how without it significantly changing balance of the setup.
Maybe make him a Night 1 and 2 commuter?
But then mafia know who he is...and I don't want confirmable town roles like 1-shot BP to counteract that. Maybe make it 5-1-3 nightless?
Kingmaker explicitly forbids t claim kingmaker on grounds of modkill.
Let's just say claiming is not allowed, since everyone should claim VT anyway. Any attempt to circumvent the rule as you just described should be rewarded with a modkill too.
Well, town usually has no fucking clue who their strongest town player is...so I don't think it will change town winrate by much. 9v2 looks okay, not really sure why you went for 10v2.