An 11-player Something_Smart pre-designed setup
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An 11-player Something_Smart pre-designed setup
zzLast edited by implosion on Sat May 23, 2020 2:08 pm, edited 2 times in total.- northsidegal
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Something_Smart HeSomewhat_Balanced
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Mafia Multitasking Rolecop
Mafia Informed (there is a town N1 watcher)
Town Night 1 Watcher
Town Even-Night Tracker
Town 1-shot Bulletproof Night 3 Doctor
Town Night 3 Loyal Jailkeeper
5x VTShame on a martyr claiming friends
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I don't really have a great metric for what balances 9:2 but the idea here is that the majority of town's power is in the tracker and the fact that scum are forced to make a suboptimal kill on N1 to ensure they don't kill into the watcher. Town has a good chance of stopping one kill but a terrible chance of stopping two, which is intentional, but it means the tracker's N4 shot is more likely to fire.
Adjustments in either direction are easy to make; the multitasking rolecop was originally a (non-multitasking) N2 rolecop which would fit very nicely in the setup if you think it balances better
I don't think the rolecop is that helpful for the scum though unless they hit the tracker, most of town's PR's are nonthreatening enough except for the watcher who will already have used their power by the time the rolecop could find them.Shame on a martyr claiming friends
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okay, interesting. i really like how even if there's a non-watcher PR run up day one it's alright for scum to leave them alive given that they're all night gated to later – that's well designed, i think.
avoids much of the problem with two scum setups with trackers / jailkeepers through the even night gating and the jailkeeper being loyal, preventing rapid hard clears when only one scum is gone. i'm a fan of that.
yeah, i think this is overall fairly balanced. i do think that scum are going to be going through the town power roles fairly quickly (given that, assuming a d1 VT lynch, night one the town is 50/50 power roles to VTs), although i'm not sure an elegant way to really change that or of it's really something that needs to be changed in the first place.- northsidegal
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implosion he/himPolymath
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and just like that, the normal queue op lists an 11 as available~- Something_Smart
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Cool. Didn't see the insta-pass coming, ngl
I should be able to get the role PM's done tomorrow, before I go out of town for the weekend.Shame on a martyr claiming friends
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If you want to pass it back and forth a bit more and think through some changes I'm all ears, but yeah. I think as is it's passable. There are problems for both sides I could name but they're either offset by something else (e.g. pretty low town investigative power especially on an early tracker kill, balanced out by a high percentage of PRs meaning much of the game is going to revolve around setup spec and massclaim) or just not big enough to warrant changes.- Something_Smart
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Do you think it would be better if I nixed or nerfed the rolecop?
I wanted to find some way to put in a backup tracker but I think that causes setup spec problems because it and the tracker could potentially clear each other which I don't want.Shame on a martyr claiming friends
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I think a small rolecop nerf would be best, something to slow scum PR discovery rate.- Something_Smart
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Another idea I had was to change the doc to N2, which has the cute element of having one protective power each on the first three nights, but I think that allows town to setup spec all their PR's town way too easily.
How about if I gate the rolecop to N2 but keep it multitasking? That way they don't get screwed over too badly if the informed dies early.Shame on a martyr claiming friends
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What do you think of multitasking even-night rolecop? Realistically that's probably only one more shot than night 2, and it introduces an element that the tracker could catch them multitasking targeting two people at once, basically a scumclaim more than even just targeting the nightkill.- Something_Smart
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I don't think there's any chance that the scum won't know everyone's roles by N4, so I don't think it's necessary And I kinda like keeping it N2 because scum can twist it to a plausible fakeclaim like N2 vanilla cop or N2 gunsmith and they won't be counterclaimed by another N2 role. (There's the tracker but I doubt they will treat that as any sort of counterclaim.)
Not that two N2 roles wouldn't exist, but it gives some credibility to the claim, which scum need in a game with this many PR's.Shame on a martyr claiming friends
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meh, it works. i think it tips the scale from slightly in scum's favor to slightly in town's favor, but not by too much. i would pass both versions, n2 and full, so if you want to go with the n2 one that's fine.- Something_Smart
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i would say that's about the power level that i think makes it the most balanced. that way, even if scum know someone's role day 2, the first actionable kill they can make given that information is night three, the night of all the protectives. i think that fits in pretty well with the design of the other night-specific aspects.- Something_Smart
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Great. Final setup:
Mafia Multitasking Novice Rolecop
Mafia Informed (there is a town N1 watcher)
Town Night 1 Watcher
Town Even-Night Tracker
Town 1-shot Bulletproof Night 3 Doctor
Town Night 3 Loyal Jailkeeper
5x VTShame on a martyr claiming friends
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i would change"each night you may target another player" in the novice rolecop role PM to "each night starting from night 2" or something else to consolidate that sentence and not really do a bait and switch later.
also, mod will need to make sure to clarify daytalk enabled for all private threads if that's what you're going for.- Something_Smart
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Spoiler: Role PM's
Spoiler: Code
Fixed.
And yes, this game was intended to have daytalk. I don't think there's a standard for pre-designed games as to whether the designer or the mod decides if there should be daytalk, but I think all games should have daytalk so I would encourage whoever gets this setup to use it hereShame on a martyr claiming friends
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I'm impartial either way on daytalk here (a trend you may be noticing), although I do think that it's a design decision rather than a mod decision.
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