1. Town Odd-Night Rolecop (Town 2-shot Rolecop)
2. Town Even-Night Rolecop (Town 2-shot Cop)
3. Town 1-shot Roleblocker
4. Town 1-shot Rolestopper
5. Town Motion Detector (Town Miller)
6-10. VTs
11. Mafia Weak Doctor
12. Mafia Goon
13. Mafia Goon
Mafia will NOT have daytalk, but that will not be announced.
The purpose of this setup is to make people scumhunt, instead of setup speculate. I foresee the Weak Doctor getting rolecopped at some point and surviving to LyLo, which should make people question why the doctor is in LyLo. Rolecops, Roleblockers, and Rolestoppers are often considered more likely to be scum than town.
I have an alternative setup proposed, where 10 of the roles are the same, but three of the town roles are different, in parenthesis if the NRG wants to consider that as a better setup should the first not suffice (I'll change the role PMs if they decide to go that route). Still serves a similar purpose, but let's the cop get a guilty on the doc possibly. Can still see a lylo with a doc/miller/3rd town player.
The weak doctor is basically a goon (they can't protect a scum buddy, because then they die), unless they want to protect a town player for town cred (knowing their team will shoot someone else, but it'll be interesting in mass claim when they keep protecting the wrong player).
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Post 2:
Game Information:
1. This game features 10
Town
aligned players and 3
Mafia
aligned players.
2. Please re-read the rules for activity and deadline. I do not use the standard 14 day, 2-3 night deadlines.
Fro99er wrote:
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Posted: Sun Apr 23, 2017 4:49 am
by mhsmith0
So town has five mediocre roles, scum has two goons and a troll role. Not sure about balance off the cuff, will mull it over.
Posted: Sun Apr 23, 2017 7:31 am
by Fro99er
Yeah, this was the thought behind it
Mafia will NOT have daytalk, but that will not be announced.
The purpose of this setup is to make people scumhunt, instead of setup speculate. I foresee the Weak Doctor getting rolecopped at some point and surviving to LyLo, which should make people question why the doctor is in LyLo. Rolecops, Roleblockers, and Rolestoppers are often considered more likely to be scum than town.
I have an alternative setup proposed, where 10 of the roles are the same, but three of the town roles are different, in parenthesis if the NRG wants to consider that as a better setup should the first not suffice (I'll change the role PMs if they decide to go that route). Still serves a similar purpose, but let's the cop get a guilty on the doc possibly. Can still see a lylo with a doc/miller/3rd town player.
The weak doctor is basically a goon (they can't protect a scum buddy, because then they die), unless they want to protect a town player for town cred (knowing their team will shoot someone else, but it'll be interesting in mass claim when they keep protecting the wrong player).
Posted: Sun Apr 23, 2017 11:09 am
by mastina
Overall one rolecop (divided into two halves),
A single rolestop,
A single roleblock,
And a Motion Detector.
While I love the setup, and think it is well-designed, I'm a bit concerned with the balance. The town...really doesn't have much.
Like. Anything. And troll scum roles are pretty strong.
Yet the alternative setup I feel actually swings the other way:
2-shot cop, 2-shot rolecop, miller (which isn't really negative utility), a rolestop, and a roleblock is probably slightly too strong for the town. There's too much synergy. The rolecop confirms the miller beyond any shadow of a doubt, the miller confirms the cop, the cop gets protected by the rolestop, basically giving the town a lot of strength against a scumteam which will feel they have no choice but to keep the cop alive.
I'd go with the first setup, but turn the one-shots into two-shots:
Odd-rolecop,
Even-rolecop (overall one rolecop),
2x Rolestopper,
2x Roleblocker,
Motion Detector.
This gives the town a much better level of flexibility: the extra shots mean that the town is actually
rewarded
for stopping a kill. (If the town stops a kill once, basically the maximum allowed by either of the originally-proposed setups, they gain nothing: they don't get an extra lynch and at some point no-lynch, losing their benefit, or are in mylo, with an extra body alive. They need to stop a kill TWICE for it to be worth it.) It doesn't give them anything overwhelming. But it gives them enough where they stand a chance. (It might end up a scum win depending on the skill level of the players involved, but I think it's closer to balanced than the alternatives.) And this seems to be more in line with what you were aiming for.
Posted: Sun Apr 23, 2017 11:54 am
by Fro99er
I can totes agree with that.
I wasn't sure about the shits but I like the rolestopper at minimum 2 for a town protective.
Posted: Sun Apr 23, 2017 11:54 am
by Fro99er
OMG shots
Posted: Sun Apr 23, 2017 4:35 pm
by Regfan
Rulelist is fine though I'd probably recommend making the 'majority' point a little more explained. Normalcy wise it all passes and all the role PMs are fine though I may add a "Or nothing can prevent otherwise" type line to the Mafia role PMs. Rolestopper role PM needs to be made a little clearer, same with motion detecter otherwise they're all fine.
Will look at it for balance later.
Posted: Sun Apr 23, 2017 5:51 pm
by Fro99er
Can you tell me what needs to be clearer about rolestopper and motion detector PMs? I have used those PMs in my past normals so just curious so i can make them better for future games as well
This is the exact rule set I use in all my normals, but I'll update the majority thing
Posted: Sun Apr 23, 2017 11:57 pm
by Regfan
I think the motion detectors role PM needs to explain that motion means the player either used an action or had an action used on them, it's not completely clear for a newer player or someone inexperienced with the role and while the "Wiki" helps it's better to have people understand their roles based on the role PM's.
The rolestopped one is fine on another go over.
I'll get around to balance in a few hours.
Posted: Mon Apr 24, 2017 12:28 am
by Regfan
I don't think counting the even/odds night rolecops as "1 role" is the right way to go about this, it's highly likely that town will be able to discern that they're both town when claims occur or at least one person with the role will likely town read the other upon claiming and think it being "2 roles" all up is more town sided than a singular town role cop. That said I'd agree with both Msmith & Mastin that towns power seems to be spread pretty thin here and I don't think going towards the second setup is the solution and generally prefer to stay away from cop setups if possible.
I like Mastins solution of amending the Rolestopper and Roleblockers to 2 shot and her reasoning behind it with town gain little with 1 blocked kill in comparison with the potential for 2 is a very sound logic that said I worry the amended setup could potentially end up too town sided here since it's going to be rather difficult for scum to mslynch any of the 5 town power roles and information determined from several of the roles could put town in a decent position, I feel a scum lynch D1 inside that setup makes for an almost locked town victory with scum having little wiggle room.
I think my preference is seeing 1 of the 5 roles removed and the others slightly strengthened ie. Remove Odd night rolecop and turn Even night into a full rolecop or remove Roleblocker and turn it into a full Rolestopper, something along those lines.
Curious as to Mhsmith & Mastins thoughts on that as well as your own Frogger.
Posted: Mon Apr 24, 2017 12:31 am
by Regfan
Like the way I see it mafia need 4 mslynches inside the game to win, if mafia gets lynched D1 and shoot a VT N1 they've pretty much already lost, to win the game they'd either have to mslynch all 4 remaining VT's or get a PR lynched and with 2 rolecops in play it's pretty difficult for scum to fake claim any role here and get away with it making it pretty hard to get a PR lynched, I think reducing towns PR's by one and thus increasing the VT's by 1 is the solution.
Posted: Mon Apr 24, 2017 1:57 am
by Fro99er
My response would be why are you just assuming town will recognize all the PRs as town PRs?
If anything, someone role cops a weak doctor and town normally jump to the conclusion a weak doctor is town. If the weak doctor claims to visit a townie that the motion detector detects, that basically lock towns him from a claim standpoint.
Further, rolestopper and roleblockers are often seen as scum roles more so than town roles. Imagine if the roleblocker blocks the doctor from protecting a townie and claims it.
There's so mny things that could go wrong for town here I'm not seeing why we're just accepting all the town PRs will be recognized as town PRs and all the scum ones recognized as scum.
Posted: Mon Apr 24, 2017 2:00 am
by Fro99er
In post 11, Fro99er wrote:Further, rolestopper and roleblockers are often seen as scum roles more so than town roles.
And rolecop can even be considered so as well
Posted: Mon Apr 24, 2017 2:05 am
by Regfan
My argument isn't that town power roles will be read as town via claims and mafia ones will be read as mafia upon claiming, my argument is this setup as it currently stands does not allow scum (The Goons ie. 2/3 of them) to fake claim at all, rolecops are effectively huge counters to fake claims, roleblocker, motion detector and rolestopper are all things that can catch fake claims. This means that the scum doctor is the only real person that'll be among the scum fake claims inside the game, this means that whenever a massclaim occurs town will have a decent idea that majority (if not all) of the power roles claimed are probably town and mean that mafia are predominately going to be relying on mslynching inside the VT's of which I don't think there's enough.
Happy to wait to see where Mhsmith & Mastina land on this.
Town had Odd-night/even-night rolecop, two backup ICs, one encrypto-enabler was all town had vs scum encryptor, backup encryptor, goon
wouldn't that suffer the same problem of the rolecops being able to prevent fake claims from scum? But scum had a perfect win, and everyone said that setup was scumsided, so I'm curious why this is overly town-sided?
Posted: Mon Apr 24, 2017 4:16 am
by Fro99er
(relative to that setup)
Posted: Mon Apr 24, 2017 4:17 am
by Fro99er
I mean if I just gave scum daytalk does that balance this setup with the two-shot stuff? Is that the difference?
Posted: Mon Apr 24, 2017 10:58 am
by mastina
Honestly while I recognize daytalk does have a marginal boost to scum's abilities I mostly see it as net-null because it takes competent scum players to actually take advantage of daytalk and if they don't talk during the day even if they have access to it then there's literally no difference at all. If adding it would satisfy Regfan's fears, then I'd be okay with it but I don't mind either way.
But I do think Regfan underestimates the scum's strength here and overestimates the town's strength here in general. The town has roles which are
situationally
powerful--but for them to exploit this, they not only need to have luck to have the opportunity where that situation will arise, but ALSO the skill level necessary to RECOGNIZE their roles as being situationally powerful. That is exactly the type of town strength I think is good to have. It takes zero skill level (essentially) to aim a cop correctly. It takes incredible skill level to utilize a Motion Detector properly.
Under the assumption of average level of play (as in, neither best case nor worst case for player level skill on either side), I would call the 2x version of the first setup balanced. Even if the town holds significantly stronger players than normal, I don't see them curbstomping the scum: their roles are only situationally powerful, so even a skilled town won't be able to quickly eliminate the scum.
Posted: Mon Apr 24, 2017 12:41 pm
by Regfan
I think daykill can be very powerful in the right scums hands, that said I don't think daykill does anything to solve the problem for it here.
My fear and huge concern with this setup is that it allows scum very little counterplay to the town, scum are incapable of winning the game via fake claiming with the exception of the Odd night doctors claim since scum are always just going to get caught when fake claiming (Both rolecops are very simple to use, roleblocker and them claiming an action is confirmation they're mafia, rolestoper & motion detector can prove claims fake too), you can state that "People need to use their roles well here" but that's not entirely true when it comes to dealing with scum fake claims at all. When scum have as little options as that and no real actual power themselves town are in a very favourable position, particularly if a VT ever gets shot inside the game. Town will be able to determine there's maximum 1 scum inside the power roles and easily be able to focus in lynching inside the VT-Goon pool.
I really think the amended setup is horrifically town sided and think a role needs to be cut to make this balanced, I'd prefer one of the rolecops being kicked to the curb and wouldn't mind the other one being turned into to a full rolecop since that also solves the problem where they effectively confirm each other as town. I'd also settle with keeping both and removing the roleblocker.
I expect Mhsmith to have a similar thought on this.
Town had Odd-night/even-night rolecop, two backup ICs, one encrypto-enabler was all town had vs scum encryptor, backup encryptor, goon
wouldn't that suffer the same problem of the rolecops being able to prevent fake claims from scum? But scum had a perfect win, and everyone said that setup was scumsided, so I'm curious why this is overly town-sided?
I don't think this setup compares to that one at all, town effectively had the odd/even rolecop duo there and 3 named townies which differ quite a lot from rolestopper/roleblocker/motion detector, it also mean that outside of the rolecops scum were able to fake claim whereas here there's plenty more things preventing them from doing so. All that said I'm not even a fan of that setup? I think there's too many attempts at "Trying to be clever" with the modding here and when most people join normal games they just want a straightforward simple game of mafia.
Posted: Mon Apr 24, 2017 12:54 pm
by Regfan
Daykill should read as daytalk, no idea how that was mistyped.
Posted: Mon Apr 24, 2017 3:20 pm
by Fro99er
I'll let you guys duke it out I guess?
This doesn't have anything to do with "clever modding" and more to do with focusing on the fundamentals -- scumhunting.
I don't see why the rolecops clear each other either. I've put a scum odd-night and a town even-night of the same role together before
Posted: Mon Apr 24, 2017 4:16 pm
by Regfan
I don't think you're grasping the point I'm trying to make here which sadly means I'm probably not explaining it well enough so I'll give it one more go.
Mafia have no
actual
power inside this game, the only decision they have to make to deal with town PR's and players is the night kill - fact.
Mafia will have real difficulty fake claiming a power role and getting away with it outside of the Mafia Doctor given town PR's catch fake claims well - fact.
Mafia require 4 mslynches inside the game to win - fact.
So from the above, whenever a massclaim occurs there'll be between 5-6 PR claims in total being Motion Detector/Limited Roleblocker/Rolestopper/Odd & Even Rolecops/Weak Doctor, town will be able to determine pretty easily from that there's really maximum 1 fake claim inside there just from a balance perspective; 4 nerfed roles do not make a town core, this means it's going to be pretty difficult for scum to get a mslynch inside the PR's this game until it ends up being a case of "Find out which PR is fake" and given how Weak Doctor has to "clear" a player nightly if he maintains that claim it's not going to be pretty.
Effectively I think that if just
one
thing goes well for the town; ie Lynching mafia D1, VT dying N1 town flat out just win eventually here.
I think a town PR really has to be removed here and I'm fine with you upping the power from limited from one to full to even it out.
Posted: Mon Apr 24, 2017 4:37 pm
by mastina
Mafia have actual power, Regfan.
It's called the nightkill, as you yourself note.
That is a VERY strong tool.
VERY, very strong tool.
I don't think you're giving the scumteam's innate advantages due respect here: mafia are the informed minority: they NOT ONLY know which players are town, BUT ALSO know which claims are real and which claims are bullshit.
The town is the uninformed majority: NOT ONLY do they not know who their allies are, BUT ALSO they don't know which role claims to trust--and to be honest. They probably are going to mislynch their own roles. There's a 50/50 chance of a rolecop getting lynched. 75% chance the roleblocker gets lynched. Still a chance the rolestopper gets lynched especially if someone is stupid enough to accidentally think rolestopper = roleblocker. (You'd think that wouldn't happen, but it does. A lot. A LOT, a lot.) This, assuming the town all claim truthfully. If the town tries to hide their modifiers (and many town players when claiming will do so!), it makes them think they're even STRONGER. If instead of "odd rolecop", "even rolecop", "2x roleblock", and "2x rolestop", you got claims of "Rolecop, CCing Rolecop, Roleblocker, Rolestopper", you'd have a town eating itself alive and yet that is not at all an unlikely scenario...
...Because the town is working from an imperfect starting position (lacking information) whereas scum are working from a perfect position. When overlayed with the scum controlling the kill, the scum have a lot of influence on the game.
Mafia do not need a safeclaim outside of their given role--nor should they need one. This is not a theme game. It is a normal game. In a normal game, most players are vanilla. And mafia certainly don't need help. They have plenty. They have the insider knowledge, and they have the nightkill to bolster that. They can influence and control things, how the game goes, because they know who is town and who is scum and what claims are coming from town, all things the town does not have.
Mafia require 4 mislynches.
Yet you're assuming the town can't or won't mislynch their own power roles--and that's simply an unrealistic assumption. And the town can mislynch people outside the power roles even if they have the setup figured out.
I do not think the game will be hard against mafia.
Quite the opposite.
If any alignment will have difficulty, it'll be the town.
Posted: Mon Apr 24, 2017 4:43 pm
by Fro99er
In post 22, Regfan wrote:I don't think you're grasping the point I'm trying to make here which sadly means I'm probably not explaining it well enough so I'll give it one more go.
Mafia have no
actual
power inside this game, the only decision they have to make to deal with town PR's and players is the night kill - fact.
Mafia will have real difficulty fake claiming a power role and getting away with it outside of the Mafia Doctor given town PR's catch fake claims well - fact.
Mafia require 4 mslynches inside the game to win - fact.
So from the above, whenever a massclaim occurs there'll be between 5-6 PR claims in total being Motion Detector/Limited Roleblocker/Rolestopper/Odd & Even Rolecops/Weak Doctor, town will be able to determine pretty easily from that there's really maximum 1 fake claim inside there just from a balance perspective; 4 nerfed roles do not make a town core, this means it's going to be pretty difficult for scum to get a mslynch inside the PR's this game until it ends up being a case of "Find out which PR is fake" and given how Weak Doctor has to "clear" a player nightly if he maintains that claim it's not going to be pretty.
Effectively I think that if just
one
thing goes well for the town; ie Lynching mafia D1, VT dying N1 town flat out just win eventually here.
I think a town PR really has to be removed here and I'm fine with you upping the power from limited from one to full to even it out.
O I get exactly what you are saying
In that other game town had three confirmable roles and two rolecops.
Mafia's only "power" was daytalk. And everyone said it was scumsided
Here I have the same two rolecop setup, no town confirmable roles, and the mafia non-goon role is arguably going to be seen as a town role if rolecopped.