[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #156 (isolation #0) » Sun Feb 15, 2009 7:49 pm

Post by Guardian »

Thanks Plum. Now in the right thread:

One Shot


3 Mafia
1 One-Shot Cop (may submit "no action" to preserve ability for later nights)
7 Townies

Day start, mandatory lynches and NKs.
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Post Post #170 (isolation #1) » Mon Feb 16, 2009 10:41 am

Post by Guardian »

Adel wrote:
Guardian wrote:
One Shot


3 Mafia
1 One-Shot Cop (may submit "no action" to preserve ability for later nights)
7 Townies

Day start, mandatory lynches and NKs.

why did you use the "mandatory lynches and NKs" part?
I don't want NL-ing or NK-ing to be valid strategies.

I want there to be an odd number of players every single game day, that is a balancing factor in the town's favor -- a lower percentage of players will be required for lynches, so scum can manipulate lynches less.
Korts wrote:I'd say either one more townie or cop head start would be better.
I don't think another townie would be useful, I think that having an odd number of townies is better for the town than even. I also do not want to give someone the chance to completely screw over/unbalance the game by randomly shooting their one-shot cop ability on night 0.
Goatrevolt wrote:The town feels underpowered to me in this setup. I like the odd number of players, based on forcing a lynch + NK every night (makes things much cleaner), but I feel like a 1-shot cop is not enough town power to balance the ratio of scum-town. If mountainous is mostly balanced at 2:10, then I don't think a 1-shot cop is enough to shift the balance to 3:8. What about adding in a 1-shot watcher/tracker type role as well?
I have a couple of points... I've never really understood why 2:10 is supposed to be balanced. I've always wondered if optimal strategy there would be for one mafia to claim start of day 1. The remaining mafia member would have no one to tie himself to -- there are no links to look for. More links to look for between players is easier for town.

This game is like 2:10 except more balanced in the town's favor. There are more links to look for, and there will always be an odd number of players. Moreover, the one shot cop adds interests to the game. How long can he save it? Should he claim on an innocent (imo not necessarily, at least not immediately). Should he claim on a guilty (likely immediately, but saving it a day or two has merit). 3 scum also opens the door to scum counter claiming, which would add interest to the game.

The cop is the "one shot" at impacting the game positively, and there being one one-shot cop adds quite a deal of dimension to the game. Games in general are too complex. One power-role is enough to make for an interesting game.
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Post Post #177 (isolation #2) » Mon Feb 16, 2009 7:54 pm

Post by Guardian »

Yaw wrote:That looks swingy as hell. Worst case scenario is that all docs protect SKs, all SKs kill town, and you're down to only SKs after one night. I don't think that can be balanced at all.
But JDodge swore to me it was balanced...
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Post Post #356 (isolation #3) » Sun Feb 22, 2009 5:41 pm

Post by Guardian »

I disagree. If hans doesn't think he is dying he saves the kill, at least night 1. Getting the right lynch is more important than preventing a non-hans n1 kill.

I think hans is a really interesting role.
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Post Post #565 (isolation #4) » Tue Mar 17, 2009 8:08 pm

Post by Guardian »

Guardian wrote:
One Shot


3 Mafia
1 One-Shot Cop (may submit "no action" to preserve ability for later nights)
7 Townies

Day start, mandatory lynches and NKs.
Do not lynch me.
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Post Post #581 (isolation #5) » Sat Mar 21, 2009 7:28 am

Post by Guardian »

Adel wrote:
charter wrote:
shaft.ed wrote:
charter wrote:
Guardian wrote:
Guardian wrote:
One Shot


3 Mafia
1 One-Shot Cop (may submit "no action" to preserve ability for later nights)
7 Townies

Day start, mandatory lynches and NKs.
This looks really good. I'd play this.
That's not balanced. you need to drop a mafia, and probalby a townie.
What is not balanced about it? Takes three mislynches for town to lose, with a one shot cop it looks pretty good to me.
In a vanilla game with 3 mafia, between 40 and 44 townies is balanced.
How many townies is a one-shot cop worth? Less than 33, obviously.
that's ridiculous. scum-play here is nowhere near good enough to make the percentages at all meaningful. this setup is balanced, and fun, and simple.
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Post Post #589 (isolation #6) » Mon Mar 23, 2009 8:49 am

Post by Guardian »

Elmo wrote:The best reasonable case seems to be town lynched d1, townie NKed & cop gets guilty n1, cop claims sometime d2, mafia lynched d2, cop killed n2. Which leaves 2 mafia vs. 5 townies.. I gotta agree with Ether that 2:8+1cop seems closer to the mark for balanced, albeit it's pretty swingy.

In particular, it seems far more likely that the cop gets an innocent, especially if they're using the investigation n1. I think the cop delaying using the action is too risky, especially with the scum% and the fact scum will be cop-hunting like mad. If they kill the cop e.g. n1 they're basically home free. At that point, you've basically got something like two confirmed innocents (assuming scum don't CC the cop). I don't see how that can possibly be compensation for being in a vanilla 3:8.

I guess I just don't understand how you envision it playing out in a balanced way; one important thing is that before I'd actually seen a vanilla 2:10, I probably would have agreed, but I think that for whatever reason people
massively
overstate the effectiveness of scumhunting in vanilla games (I thought town would steamroller 2:10 and was shocked to hear they'd never won any).
I submit that 3:8 +one shot with mandatory lynches and NKs is
much more balanced towards town
than 2:10 as it is typically played.

2 scum is simply not enough scum-interaction to get a road off of. In 2:10, the scum are less likely to have a bad scum player who throws the game. In addition, there are less interactions to go off of once you get one scum dead. With three scum, if that first dead scum has a pattern of behavior towards two other players, you can really take that and run with it. With two scum, that one scum probably will not give much information. His partner is also less likely to, since I think in 2:10 there is almost no incentive to protect your partner or treat them specially in any way.

Moreover, in most 2:10 games I have read, towns have lynched and scum NK'd every day until lylo. This leads to every single day until lylo requiring a higher percentage than necesary to lynch scum. 7/12 instead of 6/11, 6/10 instead of 5/9, 5/8 instead of 4/7. If you add all those percentage differences, towns need to play 13% better -- they need 13% more townies to lynch correctly -- when they always enter the day with even numbers of townies. Compare this to 3/11-2/12 -- 10% difference/increase in the number of scum. This comparison alone makes me think the setup is at least as balanced as 2/10.

Note that towns could play better and NL day 1, and I think this would significantly change things, but in practice they have not.

In addition, most 2/10 games come as a surprise. the 3/8 would not.

In addition, 2/10 games are strictly vanilla. The 3/8 I am proposing has a cop investigation, and the cop himself is practically unlynchable for the scum.


Also in favor of this setup is the heated debate that will ensue in game and out of game on the optimal cop strategy. I think that the cop might be best suited to wait as long as until night 3 to investigate, if they feel they are playing well enough to not be targeted for NK or lynch. Also, I think the cop should definitely NOT outright claim once they get an innocent or guilty, unless they suspect they are in a probable danger of NK, which again adds more to the strength of town and fun of the game.


I think I've demonstrated why this game is a much better game to play, and is more balanced, than 2/10.
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Post Post #592 (isolation #7) » Mon Mar 23, 2009 8:09 pm

Post by Guardian »

shaft.ed wrote:Guardian by your logic then 4:6 is more balanced than 1:10
Ha. Diminishing returns makes this untrue.
mith wrote:Guardian, we've previously run 3 Mafia, 1 (every night, sane) Cop, 8 Townies. The scum won
easily
. One game isn't conclusive for balance, but it did demonstrate what I would expect - most games, the cop will get traded for one of the scum (sometimes the scum will hit the cop at night first, sometimes the cop will have another investigation or two first). It's not a good balance. Not unplayable, by any means, but not balanced.
If you think not, I would like to see more 3 Mafia 1 cop, 7 townie games run with mandatory lynch/NKs. I think the game you mention is an outlier. I would imagine the town would win most if not all.

If it could be arranged for alts of mine to be the cop every game that would be even better :P.
mith wrote:"In 2:10, the scum are less likely to have a bad scum player who throws the game." - If we start to base balance on how likely a scum player is to throw the game, I fear for the future of the site.
Why? By "throw the game" I mean give away connections to buddies. And by that I mean, if there is more buddies, more likely the bad scum player gives away connections to at least one of them. More buddies is more chances for bad players and moreover more chances for those players to mess up.
mith wrote:"In addition, there are less interactions to go off of once you get one scum dead. With three scum, if that first dead scum has a pattern of behavior towards two other players, you can really take that and run with it. With two scum, that one scum probably will not give much information. His partner is also less likely to, since I think in 2:10 there is almost no incentive to protect your partner or treat them specially in any way." - Quite the opposite! There is far more incentive to protect your partner in 2:10, because you only have one of them.
I flatly disagree. In 2:10 vanilla, the inventive is to play as much like a townie as possible. Make the town have to randomly lynch you to find you correctly. In a 3:8 game with a cop (let's say a full cop for the sake of argument) you want to protect your partners as long as the cop lives, because if a few of you die early the cop will break the game later.
mith wrote:It's always a tradeoff - scum can distance and hope they are able to mislead the town in later days in exchange for an increased chance of getting one of them lynched early, or they can protect and hope power in numbers outweighs the risk of giving away the whole group. Balance can't (shouldn't) take that into account
I really disagree with this. 2:10 vanilla all the incentive is to play as town as possible, and ignore your partner. 4:8 nightless is somewhere in the middle. 3:8 with a cop you have to protect your buddies if they are getting lynched since a day 1, or even 2, scum lynch is disastrous.
mith wrote:In 3:1-shot:8, the random EV balance is hugely in favor of the scum (3:9 Vanilla is 16.5%, I'd guess this is around 25%). Sure, the town might have more information to work with, but they are further behind (and 2:10 is on the slightly questionable side of "balanced" as it is).
I do not think the percentages are meaninful.
mith wrote:"Moreover, in most 2:10 games I have read, towns have lynched and scum NK'd every day until lylo." - 2:10 games typically start with a NK (so they're really 2:9). Even if they didn't, you're basically saying that because towns have played a game out wrong in the past, we should use that wrong strategy in determining the balance?
This is a strawman/misunderstanding. People are comparing 3:8 to past 2:10 games, based on how those 2:10 games actually went. I am saying that an advantage to my game, for the town, is it forces towns to play well. In those 2:10 games people are making anecdotal comparisons to, the town played badly. I am eliminating the town's option of playing badly.
mith wrote:(FWIW, the difference is about 3%; 35% NLing D1, 32% only NLing in Lylo.)
This percentage I find slightly meaningful, though I am distrustful of it. I think that the advantage gained is much more significant than the number "3%" appears.

If you won't run 3:7+1-shot, run a few 3:7+cop. I would be very, very surprised if the town does not win a majority -- unless the cops play pretty badly. I think the town should expect the cop to get 1.3 scum in those setups, or so, in a combination of clearing townies and finding scum.
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Post Post #594 (isolation #8) » Mon Mar 23, 2009 8:50 pm

Post by Guardian »

I disagree that, even the 1-shot cop, should expect to settle for only 1 scum death in value worth, on average. He should be able to prevent a townie lynch or get a scum lynch without claiming, and should be able to stay alive long enough to be making him confirmed to matter, at least some of the time.
Adel wrote:not to mention that the performance and survival of a single player is the single most important variable for town success. That equates with a crap 12-player setup in my book.
What if we called the cop the "king," the townies "guards," and the mafia the "assassins"? It would be OK then, amirite?
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Post Post #596 (isolation #9) » Tue Mar 24, 2009 1:07 am

Post by Guardian »

Adel wrote:
Guardian wrote:I disagree that, even the 1-shot cop, should expect to settle for only 1 scum death in value worth, on average. He should be able to prevent a townie lynch or get a scum lynch without claiming, and should be able to stay alive long enough to be making him confirmed to matter, at least some of the time.
Adel wrote:not to mention that the performance and survival of a single player is the single most important variable for town success. That equates with a crap 12-player setup in my book.
What if we called the cop the "king," the townies "guards," and the mafia the "assassins"? It would be OK then, amirite?
the king is a much more simple role to play well than cop...
I dispute this.
Adel wrote:the guards fucking up is the major cause of town loss in that game, right?
If two townies fuck up in this game and get lynched ==> loss.

And palace flavor is just so baller.
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