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This forum is for discussion of individual Open Setups, including theoretical balance.
27 posts
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theplague42
theplague42
Mafia Scum
theplague42
Mafia Scum
Mafia Scum
Posts: 1505
Joined: October 31, 2010
Location: Denver, CO
Post
Post #2538 (isolation #0) » Tue Mar 08, 2011 2:55 pm
Postby theplague42 »
@Antihero
I'm no balancing expert, but I have a couple questions.
Would the maniac have to declare their kill? I assume it's an SK wincon.
The poison doctor only cures poison the night that the target would die? Or does it protect during the night of poisoning as well?
If I count right, that's 17-4-1.
Otherwise, it looks like it'd be fun and interesting to play. It could also be interesting to make it 2 watchers and 2 trackers (obviously add some other stuff to balance it) and turn it into some sort of themed game around poisoners whose victim is revealed the night after. Not a theme game per-se, but based around that concept.
Post
Post #2591 (isolation #5) » Fri Mar 11, 2011 10:08 am
Postby theplague42 »
Been waiting to either play or mod for awhile, so I came up with this fairly simple setup once I want to mod a large game, specifically with multiple mafia groups. This is my first draft, so it's pretty unbalanced. Suggestions? I'm thinking about taking away something from the town and adding in a doc. Also, giving each mafia a one-time janitor or something similar.
25 players
Town:
8 vanilla townies
2 town BPs
3 town masons
1 town watcher
1 town tracker
1 town cop
1 town deputy
2 town vigilantes
Mafia A:
1 mafia GF w/ investigation immunity and one-time BP
1 mafia RB
1 mafia rolecop
1 mafia goon w/ one-time BP
Mafia B:
1 mafia GF w/ investigation immunity and one-time BP
1 mafia RB
1 mafia rolecop
1 mafia goon w/ one-time BP
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Post #2727 (isolation #7) » Sun Mar 20, 2011 10:22 am
Postby theplague42 »
Actually, this looks like a pretty good central idea to build on. The PRs you chose, I don't like however. A mafia watcher/tracker would be rather useless with only possible 1 town role that "goes" anywhere, no?
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Post #2732 (isolation #9) » Sun Mar 20, 2011 10:43 am
Postby theplague42 »
Empking, you stole my idea! And Tragedy is completely right. Not because it would really help mafia all that much, but a 3:9:1 with no town PRs would be a bitch to win.
I would say weight the killing role towards town, and the RB towards mafia. Any takers?
The Sane and Insane cops don't know their sanities, and sanity is not revealed upon death.
The Switcher at anytime can switch the sanities of the cops. He/she can only do this once. They cops switch sanities but are not told.
The detective can choose one person every night.
If that person is cop the detective will be notified of current alignment.
Hmmmm I like this too. I changed the description to "sanity" instead of "alignment" as that makes it seem like it's mafia-town switching cops. That's what I thought at first when I read it. Can the switcher change at truly
any
time or is it night-only?
Went a little OCD and changed some other wording around to make it clearer IMO. I'm a little concerned about it being too town-sided, even with the differing cops. It's a 10:2 ratio with 3 real town PRs and the detective which enables the two cops. I would probably suggest making the other scum an RB. Thoughts?
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Post #3637 (isolation #18) » Fri Aug 05, 2011 1:22 pm
Postby theplague42 »
BBmolla wrote:
Gunmakers and Funtakers
13 Players
Mafia:
1 Mafia Goon
1 Mafia Day Bomb(If shot during day, dies, but also kills whoever shot them.)
1 Mafia Roleblocker
Town:
1 Day-Doc(Chooses someone at night to protect during the day)
1 Night-Doc(Normal Doc)
2 Gunmakers(Gives a gun to another player each night. The player is told they recieved the gun and may use it during the day to daykill someone.)
6 VTs
?
I really like this concept. Should the roleblocker be able to block daykills, too? Would be an interesting addition. Might make it unbalanced toward the mafia, though. Would people be allowed to stack/bank guns? Or does an unused gun disappear at the end of the day?
Elite Goon is a Godfather for the Gunsmith. Gun Owner is (obviously) a Miller for the Gunsmith. Miller and Gun Owner recieve a VT Role PM, to prevent them from becoming a named townie. Note that Elite Goon
can
kill and that the Gun Owner
can't
.
Day start.
You mean this one? I'm torn. I like how each town investigative role can detect one scum, but I think that could dilute the concept. Basically, I assume the gag is that each town-cop (gunsmith and cop) each have a miller-type role plus one scum that could be detected. I am a little concerned, however, that the millers may make it scum-sided. I'm not sure. Maybe add a weak town-PR to compensate?
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Post #3913 (isolation #22) » Thu Sep 01, 2011 12:59 am
Postby theplague42 »
I like the first one, but not really the second one. The Power Mad doesn't seem to have a setup-novelty to it.
For the first one, I think two more VTs may be a good idea, but a vig seems a little powerful. Seems a little scum-sided as-is considering all town PRs are only half-power. I could be wrong, though, so don't change it yet.
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Post #4010 (isolation #24) » Sun Oct 02, 2011 11:50 am
Postby theplague42 »
So one investigative-PR is picked, and the second one comes from the two that were not picked for the first one? In other words, there are never identical PRs?