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Post #3240 (isolation #206) » Sun May 08, 2011 3:13 am
Postby Empking »
Meransiel wrote:
If random roles are lame, why do I see many faith-healers?
Drunks. Lots and lots of drunks..
I'd reccomend changing the Spree Killer so his kill doesn't reduce bulletproofs (and goes after the Mafia and vanilla SK's shots). I would also reccomend boosting the SK's power by giving them a bulletproof vest too.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #3369 (isolation #213) » Sat Jun 04, 2011 3:36 am
Postby Empking »
Max wrote:That's a bad game...
Scum need to play as normal until mafia has a majority of the town then they lynch the townies, then lynch the jester.
So you're suggesting 2:5 is a balanced set-up.
One somebody has fulfilled their win con the game ends. This means that for both the Jester and lyncher to win they have to endgame after lynching the jester and lynchee.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
- If the Vig Disabler is chosen by scum, it makes the Vig shoot blanks (essentially the opposite of an Enabler). If the Disabler dies, the vig can start shooting.
- Vig doesn't get told if their shot gets blocked or if they shoot blanks.
Why have the vig disabler, exactly? If I draw the Vig/Cop playslot, and I know there is a guaranteed protective role of some sort in the setup, I'm choosing Cop every time.
But is that best play? (Tip: No.)
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #3543 (isolation #219) » Sat Jul 09, 2011 3:40 pm
Postby Empking »
Magister Ludi wrote:Don't the town essentially control the nightkill, though? One townie will claim doctor on day one. MAfia don't know if its real or not, but can't take the chance it isn't because if it is the real doc they can't kill anyone else. Next day, same thing. If the doctor doesn't die in the night, you know the person claiming was mafia, lynch away!
I guess the mafia could try and shoot elsewhere, but they would have to balance this out with the possibility the actual doctor did claim, and they would be wasting a night.
I think its worth wasting the night.
(Yes I know that makes no sense considering the town can just make the probability the Doc claims high enough for it to be worth shooting the claimant. That doesn't change what I think.)
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #3597 (isolation #220) » Sun Jul 31, 2011 5:49 am
Postby Empking »
Tragedy wrote:@Shadowmod:
If Sleepwalker visits the guy whose going to die while werewolves are there, it makes 'em look pretty suspicious. I think Sleepwalker is useless. Very useless.
I don't think he's meant to help the town
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #3728 (isolation #230) » Tue Aug 09, 2011 1:21 pm
Postby Empking »
Junpei wrote:
Empking wrote:Oh yeah, one Mafioso is Not Mafia. Add an extra Mafioso and turn the Cop into a Vig (you need a way to get rid of the jesters).
Then cause the Jesters to be on a team with a roleblock.
Uh I don't think that's a great idea. Maybe I will add 1 mafia and then make 6 VTs my minimum instead of 4 but keep the 2 fools. I like the jester thing... did you read all my points on why this is a good setup? The way to get rid of jesters is from mafia's night kill or just dodging them during the day. It's mafia.
Town shouldn't be reliant on scum to get rid of other scum and dodging them during the day doesn't get rid of them.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #3760 (isolation #236) » Tue Aug 09, 2011 2:39 pm
Postby Empking »
Empking's Lousy Idea Mafia
Nightless
1 Mafia Weirdo - Not really in the game (Can't be lynched, has no vote). Has an anytime chat with the Mafioso. At day he can give a non-mafiaso a day vig.
1 Maia Goon
1 Town Weirdo - Not really in the game. At day he can give any player a day vig.
3 Townies
Empking's Other Lousy Idea
Nightless
1 Mafia Weirdo - Not really in the game (Can't be lynched, has no vote). Has an anytime chat with the Mafioso. At day he can give a non-mafiaso a day vig.
1 Maia Goon
3 Townies
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
Cop does not know that they are cop; they receive a VT PM.
All town roles (excepting Innocent Child) submit a name to the mod and all but the cop gets a randomised result back.
The Cop is revealed as such when he dies.
The Suitmaker can target any one person in the entire game to flip as any of VT, Cop, Goon, Suitmaker or Innocent Child.
The Innocent Child can PM the mod to be confirmed innocent at any time.
no. If you're deadset on something like this role, simplify it and make it a "shepherd" that "scapegoats" a person to appear as a mafia goon when they die. However, I think having the "oblivious" cop idea ought to be enough for it's own set-up. I definitely wouldn't play it as is.
Good posting but I don't think either of the parts make a good set up really.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #3783 (isolation #238) » Sat Aug 13, 2011 3:03 am
Postby Empking »
Shadowmod wrote:Also I would really appreciate some comments on my suggestions, i.e. something more helpful than essentially "I don't understand your setup and am too lazy to figure it out".
Too much positive feedback (/swingy). The idea is fundamentally unworkable.
NightWatch
Wolf Pack (Scum Team):
3 Werewolves
- share a factional nightkill
- share a factional track
- the same werewolf can only either track or kill in each night
Night-Watch (Town-Aligned):
2 Nightwatchmen
- Watchers & Masons
- cannot target themselves or each other
Town:
7 Vanilla Townies
1 Sleepwalker
- visits a random person every night
- does not know he is the Sleepwalker
- flips as Vanilla on death
Too much power is conentrated in two roles. Also, I think balance wise its scumfavoured.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #3787 (isolation #239) » Sat Aug 13, 2011 12:16 pm
Postby Empking »
Shadow Dancer wrote:
Junpei wrote:So... I'm assuming you want to lynch the mafia with the same color as you? The issue is that there is no way to discern who is what color.
Only that your role PM would obviously tell you...
Empking wrote:Too much positive feedback (/swingy). The idea is fundamentally unworkable.
It is definitely
not
swingy. Yes, it can provide a lot of positive feedback for town, but it only rewards good scumhunting, so that's not a bad thing.
Re Swingy: Three blues die and you lynch the blue scum. Three blues die and you lynch the red scum. Two completely different scenarios based on the same amount of skill. That's swingy in my book.
Re Positive Feedback: 1. Or they got lucky rather than good scumhunting. 2. Positive Feedback is always a bad thing.
Empking wrote:Too much power is conentrated in two roles. Also, I think balance wise its scumfavoured.
Are you aware that these two theses blatantly contradict each other?
They don't.
And speaking about power concentrated in few roles think about the same setup, only with a cop instead. One could always reduce night watch power to one shared watch.
Cop strikes me as going overboard. I'df be inclined to move toward the miller route.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #3806 (isolation #244) » Sat Aug 13, 2011 2:25 pm
Postby Empking »
Junpei wrote:Empking.
It is not a minor change it is a major change. Fools have half as many days give or take 1 day to get lynched. The motivation for fools has completely changed from "be scummy and get lynched" to "be scummy in such a way that you are lynched on your certain days" which requires much more skill.
For the even one that is.
Plus I don't think Lurking before going all out is all that dificult.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #3810 (isolation #246) » Sat Aug 13, 2011 2:48 pm
Postby Empking »
Junpei wrote:
Empking wrote:
Junpei wrote:So empking you think it is optimal fool play to lurk on days when he doesn't want to be lynched and then go all out on days he does?
Yes that won't be obvious no sir.
If you weren't being sarcastic this would be a good post.
I only want help in balancing this setup to the furthest degree possible. I admit my sarcasm was a bit childish, although I was getting slightly agitated with you pointing out facts that were fine in perspective of the set-up. My apologies, I shouldn't expect you to know as much about the setup as I.
Whaty do you think the chances of a Mafia win is?
Fool win is?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #3826 (isolation #252) » Sun Aug 14, 2011 11:38 am
Postby Empking »
Junpei wrote:Empking that is a poor scenario choice.
Try crunching the numbers for my setup and you'll notice the fun fact that I pointed out.
So you think that the odd night Jester is more likey to win based on a day three lynch than a day one lynch? Why the massive change between the two scenarios?
To be honest if you say the Jesters can't win day one then I think my numbers might help your case. (Thoughits enough for me to say that the scum don't stand a snowball's chance.)
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #3830 (isolation #254) » Sun Aug 14, 2011 12:01 pm
Postby Empking »
Yes. Because there are only two mafia. And a Vig.
Thought experiment:
2 Mafia, Even Fool, Odd Fool, 1 Vig, 3 Named Townies, 8 Townies
Mass claim straight away.
Odds of Odd fool wining D1: 1/12
Odds of Even fool winniong D2: (slightly less than) 5/66
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #3840 (isolation #258) » Sun Aug 14, 2011 6:40 pm
Postby Empking »
Junpei wrote:
Empking wrote:Junpei: Mafia do not want the jesters to win. They lose if that happens. They don't want to lose. They want to win!
Empking: Mafia do not want town to win. They lose if that happens. They must weigh the risk of jesters (when you know at least 1, and when you know his identity it makes it easier to discern which day they want to be lynched) against the risk of other town PRs. I think the decision is easy, as town not knowing who their vigilante is and being afraid to lynch them because of fools is a big blow to town.
Town lynches a Vig Claimant the next day. Just give me that.
When a fool claims: This means that is the Mafia do not allow the Vig to kill that they have a 50% of just losing (presuming Mafia don't try and knowingly kill a Jester.)
This is a risk that the scum don't want to take.
This means that if a Jester claims they will not roleblock the Vig.
This means the fools will not claim Vig.
Which bit do you disagree with.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #3843 (isolation #259) » Sun Aug 14, 2011 6:56 pm
Postby Empking »
Shotty: I can't judge without knowing what ability. I'd reccomend an investigative role. I'd reccomend even further some sort of Vanilla Town Cop.
Junpei: What about 2 fools?
They lynch the Vig claims because that stops the mafia from roleblocking (which only has a 50% chance of working by the by (two claimants)) which stops the fools from claiming.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi