I personally think that we should aim to only approve 2-faction-setups with win percantages of (50 +/- 10)% for each faction.
Also SCIENCE is badly designed because an encryptor as power role makes no sense in a two man scum team.
I would start by grouping very similar setups together and then find out which player numbers are required to make a certain setup type balanced, keep those setup variants that are (or make up new ones) and throw out all the rest.
Otolia wrote:I guess we could all agree on this definition of "balance" : A game is considered balanced when there is no breaking strategies from the start, a reasonable town win probability calculated with basic routine (no more than 60% no less than 40% without 3rd party - no more than 55% with 3rd party) and an interesting mechanic that makes people want to play it (because it's pointless to discuss balance on a game nobody wants to play - like mountainous *cough*)
No. This is not a definition of balance. When a setup is broken it means that one side has an optimal strategy that grants them significantly higher win percentages. A setup can force one-sided strategies on both factions and still be balanced under optimal play of both sides. In that case it's stale but definitely not broken. However this should be avoided, too, because it makes in-game experience rather one-sided and boring (I guess it's OK for micro sized games).
I don't agree on mountaineous. The only problem with any mountaineous setup is that it requires absurdly high numbers of townies to make it balanced.
Cogito Ergo Sum wrote:Firstly, I will gladly play Mountainous. Secondly, ev calculations assume random lynches - town should be able to do better. For a mini-sized game or smaller I would personally think an ev of 40% is right around what you want.
Garbage. This assumes that scum could
not
fare better... Which is obviously wrong and totally disregards the fact that it's the scum faction which starts out with an inherent advantage (that cannot be quantified, however). Also in a mountainous the scum faction corrodes from the bottom (i.e. the weakest player dies first) while town, through the night kill, is also majorly decimated from the top, which automatically leads to an expected endgame with good scum vs. mediocre town.Are there any mountaineous setups that have been run sufficiently often to provide significant statistics on actual percentages? I predict that they are worse for town than theory based on random lynches predicts.