[OLD] Open Setup Ideas and Discussion
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Junpei Jack of All Trades
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I think the setup is scum sided. You have 1 scum that will never be seen as mafia and guilties for each cop are 50/50 town/mafia. Although I do ask, are millers revealed as millers upon death?
Also I have a setup that I'd like to discuss after this one, I don't know where the queue is to discuss setups.
edit: Also I think that it is okay if it is a little scum sided as you have to account for scumhunting which is a huge variable. It is definitely a pretty good setup though. Has it been discussed if we change the GF into a nilla mafia and have millers die as nilla on death? Or maybe just make GF nilla and not have millers die as nilla mafia on death?-
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Junpei Jack of All Trades
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I did some thinking about fools and this is what I came up with, here are my notes on the setup. I posted this is another forum but so slow to respond there~~
edit: fool =jester
1 mafia RB
1 odd day fool
1 even day fool
1 town watcher
1 town cop
however many VTs you think
fools show as guilty on reports
fools can visit 1 person every night but their visit does nothing but show up on watcher reports
I call it Lesson in Fools, but maybe it should be called something clever involving the word motivation, meh I dont' care to think about names
Here's the logic. Cop serves 1 purpose: To clear town. Gulties will only bring up fools/mafia which is good. However clear towns > fool/mafia confirmed. Watcher serves two purposes. To protect cop from death, or to try and catch mafia/fools messing around.
There is a lot of wifom and I don't want to disclose all of it, but fools would have a choice to make. If they get caught roaming around at night on a non-kill, then they might look bad. However remember, that Mafia has a non-killing night action, so dont mistake the fool for the RB!
It's a setup full of scumhunting based on motivation (fools want to be lynched on a certain day, mafia don't want to get lynched, town want to find scum/fools). In this setup, a fool lynch DOES end the game. This adds more tension in deciding who to lynch. I believe this is fair because they are just odd/even night fools and it's hard to put those tells down.
Total reveal on death. So you are told if it is a odd/even night fool etc. Starts on day 1. So, it'd best to have something like 9 people meaning 4 VTs I think. But I could be wrong, I've never modded a game before so I don't really know what makes the most sense (help in this area?). This way there is town motivation to lynch, too big a game leads to not enough motivation, I think.
Oh, and not to mention, beware of the fool-mafia joint!
I think this game has a lot of potential if the idea is fleshed out some more. Anyone have comments on how we can make this setup better?
I've done some thinking and I think that there's a good chance that town would NL anyways in this setup. If this happens I think the setup will be fine. Whether or not town lynches will not be toxic for the setup.
Also thought about the event that watcher or cop die the first night (especially after NL) and I don't think the game will be toxic even then. This isn't PR oriented at all, rather scum oriented. Perhaps knock it up to 6 or even 8 VTs so that town has more MLs, although my reasoning on only 4 was that town don't need MLs, as there are fools, what they need more than that is concentrated amounts of scum to work with. Although due to mafia joints I can see logic against it. But even if there is a joint, that is 2v7, 2v5, 2v3, which means 2 MLs including the reports to hit the 1 scum. Although I recognize that with the two fools that this setup makes it much harder to hit the scum. So maybe 6 VTs so we have 2v9 at maximum implying a joint, 3 MLs would definitely be sufficient I think and 11 players is probably the max, 9 or 11 I think are good numbers. They make town (especially 9) want to lynch day 1 so they don't lose a lynch, but there is plenty of logic for both paths. I know some people don't like having VTs because it's a 'boring' role, but I am of the opinion they are very important roles that help the game. Basically, more VTs = harder to hit scum for town but also = delays joint longer, although with fools that might not be towns' biggest concern. 4 is my ideal amount of VTs given the theorycrafting I've done, but I am listening to all comments.Last edited by Junpei on Tue Aug 09, 2011 12:58 pm, edited 1 time in total.-
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Junpei Jack of All Trades
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Empking wrote:I don't think the site likes Jester games.
Yes but listen can't you guys stop saying "I don't like Jesters" and start saying "I'll try to learn to beat/play with Jesters?". I think my setup is a great way to incorporate Jesters into an enjoyable mafia game. I see that you are good at fleshing out ideas so please give me more comments than "NOPE JESTER GAME NOPE".-
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Junpei Jack of All Trades
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Magister Ludi wrote:The problem is there is only one mafia member, and two jesters. Jesters are as bad as advertised.
Explain~~-
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Junpei Jack of All Trades
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Hoopla wrote:It's not mafia.
Are you saying it isn't mafia because the minority isn't informed? I see your reasoning there but this is still a great game to play... You could say that the minority isn't informed in closed setups too though because they aren't informed on a lot of things including third party.-
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Junpei Jack of All Trades
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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.-
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Junpei Jack of All Trades
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SK go post filler comments in a non-serious thread. May I direct your attention to Forum 62?-
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Junpei Jack of All Trades
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But the whole point is that as time goes on town is more and more scruntched on time and have to be more careful with the lynch. A vigilante would allow unbalance to unfold. Jesters aren't scum they are just not town. Third party, if you will.
I will add a second mafia to the setup though at the expense of adding more VTs. I do not think that a vigilante is a good thing to add to the setup. It creates a "Town NL and have the vig shot be our lynch" situation to avoid the fools win con.-
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Junpei Jack of All Trades
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Vi wrote:Junpei wrote:Jesters aren't scum they are just not town. Third party, if you will.
Nope.In this setup, a fool lynch DOES end the game.
So do you think that if I add 1 scum and make fool deaths not end the game it'd be a playable setup? Or still too much jester.........-
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Junpei Jack of All Trades
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Empking I don't understand your post, are you saying that if fools don't end the game on lynch that town will ignore jesters?
You see my logic for having them end the game is that it is very hard to get lynched on a specific set of days, town should scumhunt and try to see who is giving what tells and when they are giving them.-
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Junpei Jack of All Trades
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Well that's another good reason why we should have them end the game.-
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Junpei Jack of All Trades
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Okay, lets start from this. Other than there are jesters in my setup (as in, other than the reason simply being "there are jesters), lets list things that are mechanically wrong with it. For the duration of the conversation can we (unless the argument is that the jesters break the setup somehow) assume that we're trying to create a setup with 2 odd/even day jesters from this?-
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Junpei Jack of All Trades
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:3 I was really trying to not have a vigilante.
So if I had 1 more mafia, make them BP and then place a vig do you think it is good? should I have an odd number of VT to compensate for the extra kill? How many VT should I have in comparison to my original number, 4? I think given the vig being a careful village shot and the extra mafia, give them 6.-
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Junpei Jack of All Trades
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Nope Vi you are forgetting RB.-
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Junpei Jack of All Trades
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Hoopla wrote:Junpei wrote::3 I was really trying to not have a vigilante.
So if I had 1 more mafia, make them BP and then place a vig do you think it is good?
Do you think it's good? It's becoming less and less like your original desire.
I'm not saying it's necessarily bad, but sometimes you have to let ideas go. I think we've all had a bunch of seemingly good ideas that look grand on the surface, but don't really work when you look at how it plays.
Hmm...
Well, I don't know I see now that fools have to have a way to get killed by town without game-ending consequence. If you guys want to stop discussing with me that's fine, I can try to flesh it out in private. Creating an open fool setup that works it something that I want to do very badly. But I have a new idea that has spawned off of this. What if I went...
1 mafia RB
1 nilla mafia
1 odd fool
1 even fool
1 town tracker
1 town cop
1 town vigilante
6 VTs
This way the game starts 9v1v1v2 with a chance to go 9v3 (with vig shots a good number yes?). Tracker could track fool, RB, nilla, vig, cop and has to deduce who it is. Fools can't claim because of RB and vigilante has to be careful to stay in the shadows.
Question: Do all open setups have to have full reveal on death? If not maybe reveal alignment but not specifics (ie, died as fool, died as mafia, died as town).
edit: fools show as guilty, have effectless night action as before-
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Junpei Jack of All Trades
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I meant 9v2, also non-full reveal isn't even a bandaid fix though because since it is never taken off it never bleeds. If it works it works right? But if you want I can explore other options.-
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Junpei Jack of All Trades
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Hm I think that setup would work with a full reveal anyway. It's just the vigilante dying that has me worried a bit.
edit: I'm thinking maybe adding a watcher. And taking out a VT. How does that sound? This protects the vigilante some and increases reports to be made on the mafia.
I've considering getting rid of the RB but then tracker has confirmed fool/cop on a do death track and the mafia lose a way to get around an otherwise town PR heavy setup.-
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Junpei Jack of All Trades
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Magister Ludi wrote:Jun, what advantages do the fools bring to your game? Why do you want them in? How do you anticipate them playing out?
Ludi, maybe I'm wrong but I think that each moderator has a goal in mind when creating a setup. Whether it be building something around flavor, trying out a new mechanic they thought up, or perhaps some other miscellaneous thing. I want to bring back fools into mafia. I think that if I am able to create a decent setup that uses the fool that it will start to rebuild that role here on mafiascum, so that more people will be able to enjoy it. It'll be a fun project for me and hopefully someone will want to moderate it (I can't mod, no experience, and I don't have any desire to mod any random setups).-
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Junpei Jack of All Trades
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I'd suggest make the suitmaker not kill/participate in mafia meetings but then you'd have to add another mafia and I know how you guys are about no-meeting mafias.-
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Junpei Jack of All Trades
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Are open setups allowed to have slightly altered mechanics? Nothing big, just a small adjustment.-
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Junpei Jack of All Trades
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Faraday wrote:I think so. Depends on what, doesn't Donner Party for example have a limited reveal?
Well since you're here I might as well tell what it is, I want it so that both mafia partners are tracked to the kill. And so that (for instance) if 1 mafia is nilla and 1 is RB, that if the RB were to use his ability, AND the mafia were to kill, that a track on the RB would show him going to 2 targets, the kill target and the roleblock target.
This would help my setup a lot given the other small changes I've made so I hope it is allowed.-
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Junpei Jack of All Trades
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Faraday wrote:So the mafia would commit the kill as a group, or do you just mean the roleblocker could track and kill?
The former, the mafia commit the kill as a group, they all could be tracked to the body.-
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Junpei Jack of All Trades
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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".
NightWatchWolf Pack (Scum Team):
3 Werewolves
- share a factional nightkill
- share a factional track
- the same werewolf can only either track or kill in each nightNight-Watch (Town-Aligned):
2 Nightwatchmen
- Watchers & Masons
- cannot target themselves or each otherTown:
7 Vanilla Townies
1 Sleepwalker
- visits a random person every night
- does not know he is the Sleepwalker
- flips as Vanilla on death
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.-
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Junpei Jack of All Trades
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Lost Butterfly wrote:Junpei wrote:Faraday wrote:So the mafia would commit the kill as a group, or do you just mean the roleblocker could track and kill?
The former, the mafia commit the kill as a group, they all could be tracked to the body.
That's quite powerful in how it helps the tracker. What would the full set-up be?
I have been discussing this setup a lot with maxwell in PMs, as well as a bit with Hoopla, but a fourth set of eyes can't hurt. Here is what we got:
1 Mafia Roleblocker
1 Regular Mafia
1 Odd Day Fool
1 Even Day Fool
1 Town Hider
1 Town Neighbourizer
1 Town Doctor
1 Town Vigilante
8 VTs
Things I'll shoot down quickly:
1) Odd day fools' advantage (an extra day possibly) is greatly diminished (in my opinion it balances itself out) because the later days have less people each day, therefore a greater chance to get lynched
2) A lylo with 1 fool who is not on the day he wants to be lynched, 1 mafia, and 1 town (3way lylo) is not broken in my opinion. If fool doesn't claim he has lost then there's no reason for an issue. If he does, then mafia will too, in fact mafia might go first to feign fool. Then you have off-day fool CCs, with the clear town having to choose between 1) the fool (mafia win) or 2) the mafia (town win).
We're thinking that we'll give neighborizer the choice of getting a new QT or keeping the old one each time he recruits. Day start.-
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Junpei Jack of All Trades
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Empking wrote:Junpei: Repeat after me: "Jester"
Also, Hoopla felt that a 16 player game with only two scum and four town PRs was balanced?
Empking how about instead of pushing down the setup for those facts you examine it more closely? Notice 2 fools.
Hoopla, there is nothing more than a mental headstart, but each day the chances of a lynch go up and up and up for fool.-
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Junpei Jack of All Trades
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Empking wrote:Since you post before my edit.
Only Decent Fourteen Player Game
4 Mafia - The killer can make two night kill simultaniously
4 Bombs
2 Vigs
4 Townies
Junpei: The fools hurt Mafia at least as much as the Town (proportional to the odds of them otherwise winning).
Town need to use their vigilante shot to try and shoot down the fools. Mafia need to use their night shot on Town PRs, not the fool, the fool isn't important at night for mafia for most of the game.
Also that doesn't mean anything Empking, stating those sorts of facts are rather silly alone because you aren't taking the whole setup into perspective. I'm sort of hoping for unbiased answers in that things people notice without seeing all my notes. But I guess I'll post my notes once no one else wants to comment on the setup.-
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Junpei Jack of All Trades
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Well Hoopla, first I want to say happy birthday, and thank you for taking time to discuss this with me.
Secondly, oddwise yes the death rate is equivalence to improved odds. However vigilante will only target you if town thinks you're a fool. Mafia will only target you if mafia thinks you're a town PR. The trick is to appear neither a threat to the mafia or a fool, and then appear as scum during the day.
Thirdly if you get to use soccer as an analogy then I'll use football. In overtime in football if you score a touchdown, you win the game. If you fail to then you flip it over to the other team and if they score a touchdown they win, if not then flip it to you, etc. BUT, these analogies are terrible as it implies 1 on 1 action.-
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Junpei Jack of All Trades
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Hider also dies when visiting fools, I thought that was standard, the other person responsible for this setup, maxwell, introduced this role to me.
Neighborizer would be very interesting I think due to something called "fool paranoia" as it adds another layer of scumhunting, possible gambits, and would be really fun. Doctor protects the vigilante, yes? Doctor protects town PRs yes?
Well the math is a bit obvious isn't it? The chances of getting lynched WILL be better based on the chance of death. However scumhunting is a major factor in this so I think that it isn't an issue at all despite the small advantage.-
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Junpei Jack of All Trades
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Sigh, empking.
THESE ARE NOT REGULAR FOOLS
They have different MOTIVATION than REGULAR FOOLS because there are only certain days that they want to be lynched.
pedit: Town doesn't randomly throw a dart and lynch someone. At some point you have to stop going off the odds and factor skill into the equation.-
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Junpei Jack of All Trades
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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.
Factor in the skill of the players in that don't assume that if the setup isn't exactly balanced (an arbitrary term when it gets close) that 1 side is going to get greatly hurt by the disadvantage. COUGH COUGH HYDRA DEBATE COUGH COUGH. The disadvantage is slight and a strong fool will fool town (pun intended).-
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Junpei Jack of All Trades
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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.
Shadowmod I will try to crunch numbers eventually perhaps tomorrow but more likely a few days from now.
I hadn't considered doc on hider combo, but what's the point of it? Hider dies if he visits mafia/fool, he doesn't get a report.-
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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.-
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Junpei Jack of All Trades
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Are you asking for arbitrary numbers or arbitrary words? Because as stated I have no math completed at this point.
I take it you agree there are no gamebreaking strategies, then. I can check that off of my list.
I honestly think that it is very dependent on the ability of the players. And I know this may sound like me going "my setup is fine with the right people gosh, u guys dont get it!" but this isn't a regular setup. This is a jester setup and in jester setups you have a faction (in this case two) who are completely reliant on obscuring the other factions' view of the truth to win. They have no kill or abilities to speak of, they simply need to prevent others from seeing who is really mafia/fools. And that is very reliant on personal skill. And since the setup is built around the fools, everything from that stems from the personal skill of the other players to see through everything.-
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Junpei Jack of All Trades
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Empking wrote:Junpei wrote:Are you asking for arbitrary numbers or arbitrary words? Because as stated I have no math completed at this point.
Arbitary numbers.
Uh, 40% town, 30% mafia 15% for each fool give or take?
I would want to crunch the numbers before saying anything with confidence though.-
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Empking wrote:Regfan wrote:
@Empking - Do you think it's too town sided or too jester sided? Also do you think addition of rolecop instead of goon would balance up the setup?
Town sided and no. 2:2:12 is just insurmountable odds in anything but mountainous.
2:1:1:12-
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Junpei Jack of All Trades
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I have been number crunching, might be a few days at least before I have numbers crunched for everything (so many possibilities D: and I can't even factor in claims, I can only make a separate section in which I assume claims on certain days which I might only do for day 1 since it'll take forever unless it is important to you guys) BUT, I have concluded that there is actually an advantage gained for waiting the next day. In other words.the gain in chance to get lynched is greater (however only slightly) than the chance to die inbetween each day that the fool can win.
Food for thought. If you have any other tid bits in specific you want to know, ask, and I'll try to get to it individually.-
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Junpei Jack of All Trades
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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.-
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Junpei Jack of All Trades
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Yes, I do think that if the day reaches day 3 that it is more likely for the odd day jester to be lynched then rather than day 1, the numbers speak for themselves. My setup is much larger, and allows for more data to be calculated in. If you have a point to make about the comparison of the two setups then make it, but I did the numbers for fools' odds and it says that the chance of death is outweighed by the increase in chance to win the game that day.
I think it is possible for the odd day fool to win day 1 although very unlikely.-
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Junpei Jack of All Trades
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So you think that none of the PRs will be CCd?-
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Mass claim won't happen for 1 simple reason.
Doc will die at night, vigilante will get RB'd, and the PRs will get picked off by the mafia alone. Or maybe even RB doc kill vigilante.
Doc = won't get CC'd likely
Neighborizer = won't get CC'd in most situations day 1
Hider = could get CC'd, haven't done a lot of thought on this possibility
Vigilante = likely to get CC'd by mafia depending on who it is.
Actually, any of these roles could be CC'd in reality by either team if vigilante is out because mafia RB's vigilante and mafia and fools can cc under the fear of "what if he's the on-day fool?" which comes down to scum hunting moving forward. If mafia sees that a fool has cc'd a PR, he won't kill him at night because as you stated mafia are in a hard spot, and will gladly take the fools' help in agitating town and RB the claimed vigilante.
Really PRs getting CC'd is not unlikely at all which will stall any sort of early claiming strategy from town. I suppose your next argument would be "what if all roles except for vigilante claim?". Well then town loses 3 PRs and while the odds of hitting fools and mafia go up, the town gimp themselves more than I'd think they'd allow.-
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Junpei Jack of All Trades
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well actually
CC by fool.
Lynch someone else for the time being. Mafia RBs Vigilante. Sooner or later consider lynching a vigilante claim as mafia gambit. Win.
CC by mafia.
Lynch someone else for the time being. Mafia RBs Vigilante. Mafia gambit may pay off.-
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Junpei Jack of All Trades
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Hmm.. I'm mafia and fool has just cc'd vigilante.
I can
1) Let fool die
2) RB vigilante and keep fool alive, thus keeping the town occupied with the fool (whom I now know is a fool) while I peck at their intestines and kill their PRs. At any point I may decide to kill the fool and keep RBing the vigilante if I worry he will get lynched. Or (if we add rolecop 1 shot on the nilla) I could rolecop the fool to learn his specific days so I can try to screw him into a no-win situation.-
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Junpei Jack of All Trades
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Oh, also if you think that
>someone ccs vig
>vig is roleblocked
>lynch the cc that is mafia
is realistic then I think you're forgetting that fools can get helped out with a RB too for reasons stated.-
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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.-
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1/2 x 1/2 chance (2 fools) = 25% chance to lose from a mafia standpoint. Also why would town lynch a vigil claim when they could just hunt the mafia RB and then use the vig to kill the cc instead. Unless you're saying that the vigilante cc is the RB. So yes I see why they might decide to lynch the CC. However I think it'd be beneficial to just hunt the other mafia (nilla) in that situation and then if after he's dead either vigil will have a shot or RB will not be able to kill.-
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Junpei Jack of All Trades
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Empking wrote: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.
I don't get it. Are you saying that a 25% chance to lose on one day is not bad?
Also >roleblock right and learn 2 overall roles. roleblock wrong and kill/RB vigilante from now on. Worth it when you consider the other options are doctor RB (long shot), neighborizer RB (might not even be something you want to do) and hider RB (who you don't even know is doing anything that night).-
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Junpei Jack of All Trades
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25% is the chance that town lynching a vigil claim results in a town loss.
Why do you assume that keeping fool alive is so bad? Why do you assume town will lynch between the vigil claims? Why do you assume that mafia will throw a shot at the jester cc?-
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Junpei Jack of All Trades
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No, they won't. The town will just have to decide if they are willing to lose the vigilante for a possible fool. No the optimal situation is to hunt till you kill 1 mafia. Then the roleblocks will have to stop and vigil can kill his cc.-
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Junpei Jack of All Trades
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No one yes.
Except for the fool whose day to be lynched is the next day.-
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Junpei Jack of All Trades
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Empking wrote:Junpei wrote:No one yes.
Except for the fool whose day to be lynched is the next day.
No because the Vig will kill them.
No because mafia will RB them.
See how this conversation is going? We can't assume what people will do like this. It is purely based on player preference.-
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Junpei Jack of All Trades
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2 shot even day doctor/rolecop? huh? Jesters on the same side interest me some though, if one dies then I don't like the both dying thing. But I also don't like the both winning after one lynch thing. I just don't think that a two jester team will work well at all.-
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Junpei Jack of All Trades
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BBmolla wrote:Maybe a Jester team who wins if both of them are lynched and ends the game?
Overall Jester shouldn't be used IMO.
That'd be terrible win con.
And jesters are great, the setup I'm creating in part will prove that.-
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Junpei Jack of All Trades
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drmyshottyizsik wrote:But it more dilutes their chances of mislynching town.
Uh no it doesn't? Fools get in the way of scumhunting and basically just sit there. Mafia wont touch em, nor will town. So fools WILL claim day 1.-
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Junpei Jack of All Trades
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drmyshottyizsik wrote:Ok the jesters win separately, but are lovers.
What motivation is there to use the lovers chat?-
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Junpei Jack of All Trades
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drmyshottyizsik wrote:Junpei wrote:drmyshottyizsik wrote:Ok the jesters win separately, but are lovers.
What motivation is there to use the lovers chat?
For fun?
So in other words it'll get no use. I do not see how that setup is an improvement from the other setup.-
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Junpei Jack of All Trades
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drmyshottyizsik wrote:Junpei wrote:drmyshottyizsik wrote:Junpei wrote:drmyshottyizsik wrote:Ok the jesters win separately, but are lovers.
What motivation is there to use the lovers chat?
For fun?
So in other words it'll get no use. I do not see how that setup is an improvement from the other setup.
It's not broken...
How is mine broken?-
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Junpei Jack of All Trades
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drmyshottyizsik wrote:.........
Empking's scenario doesn't make sense to me. It relies on mafia and fool misguessing each other.-
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Junpei Jack of All Trades
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Hoopla wrote:New breaking strategy for Junpei's setup;
Town elects to no-lynch during the day and use the Vigilante as the lynching mechanic, with the town voting on who the vig should kill. This produces the effect of it being a normal 2:13 setup, which strongly favours the town. Once a fool has been vigged/mafia killed, the town can now lynch on those days they can't lose. There is a chance the vig can die before one of the fools, but it's only a 1/3 chance - less if you include the possibility of a vig and a fool dying on the same night. The chances for the vig dying first outright is low enough to make it a viable strategy in most games, and well worth trying.
Good point, I'll have to sleep on that though as I'm getting tired.-
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Junpei Jack of All Trades
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Hoopla, I have an idea. What if we added a town role like bomb or something that would be very bad for town if hit by vigilante? Maybe there's a better role than bomb to use, but if there is reason to not want to shoot randomly at night. Something that would be better off being lynched. I'll browse the wiki a bit but if you guys know any odd roles that fit this quota and think this would work lemme know.-
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Junpei Jack of All Trades
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Yeah, that's true. What if we had a bomb and 1 other unfavorable role to target at night? Then it may be that we have the two roles claim "I am bomb/[insert other role here]!"and if there are more than 2 than we know 1 is fool/mafia. But then you avoid those altogether. But if one were something mafia DID want to kill, but not town... well that'd keep them in their anonymous 1 of 2 role claim state. So I don't think that'd solve the problem.
What if we made that vig even night? No that would just gimp the fool that was on the day before the vigs' nights.
Nexus orBeloved Princessmight have a place in this setup, are all roles allowed in Open setups? This will require some thought.
Maybe a 3 mason group to start with 1 VT 1 mafia and 1 of (even day, odd day fool, random townie)?
This is an interesting problem...-
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Junpei Jack of All Trades
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Shadow Dancer wrote:@Junpei: What if you focussed more on the whole even-oddness issue, Adding an odd-even killing mafia team, odd/even night PRs and an invstigative role that can detect odd/eveness of a player...
What about making the jesters a team/lover pair? There is a fundamental problem with having too many independent game ending wincons in a game which is that no matter what alignment a player gets his chances of winning are vastly diminished, doesn't really help one's motivation to feel screwed from the get-go.
I don't know how I feel about a jester lover/team pair. I feel like independence is what the role Jester is all about. I will consider your odd/even theme-ing as a possible solution though.-
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Junpei Jack of All Trades
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