That sounds really fun, I'd play it. I can't think of any problems with it, but then again I'm stupid.ortolan wrote:True Love
Nightless
8 Players- 2 Mafia, 6 Townies
4 lover pairs.
It is known the configuration of lovers is:
1 townie-1 townie
1 townie-1 townie
1 townie-1 scum
1 townie-1 scum
Everyone is aware of who is paired with whom. Daytalking is allowed between both lovers and scum.
This has exactly 50% odds of being won by either town or scum. Sounds awesome to me.
[OLD] Open Setup Ideas and Discussion
-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
If I were town in that game, I'd propose the vigs DO NOT shoot ever, except to shoot those that break the rule. This forces scum to play along with a nightless 3:9 which seems tough for scum to win, with only two kills.Netlava wrote:Daytalk, Daykill Mafia (Nightless)
- 1 Mafia Godfather
- 2 Mafia Goon (with 1 daykill apiece)
- 3 Vigilante (with 1 daykill apiece)
- 6 Townie
Mafia are allowed to PM each other outside the thread. Kills are posted publicly in the thread. Mafia Goons need "permission" (Godfather PMs the mod) to kill if the Godfather is alive and active.
If the set-up is overpowered for the scum, maybe an auto-loss if the Godfather is lynched (not killed). Thoughts?
That might not break it completely, but I'm sure there are probably ways for this to be quite town biased.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
Maybe, all vigs claim straight up. If only the 3 vigs claim, you have 3 confirmed town players. This won't happen, so 1 or 2 scum would have to claim vig too, to muddy the water.Hoopla wrote: If I were town in that game, I'd propose the vigs DO NOT shoot ever, except to shoot those that break the rule. This forces scum to play along with a nightless 3:9 which seems tough for scum to win, with only two kills.
That might not break it completely, but I'm sure there are probably ways for this to be quite town biased.
If you have 4 claimed vigs, ask them to shoot themself, one at a time until you find scum (town can vote on the order). The strategy works if there are 5 claimed vigs also.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
Mmm yes, which is why I prompty changed the town plan to this;Yosarian2 wrote:
Well...it's nightless 3:9, but whenver a mafia goon is about to get lynched, he'll take a townie down with him.
So, if the town never use their daykills...town has to lynch...let me think...if the godfather gets lynched last, then town loses if they mislynch 6 times, they have to lynch right 3 times out of 9; town has to lynch right 1/3 of the time.
Yeah, it's in favor of the town, considering that that's about what would happen if town lynches randomally.
In practice, though, attempts on the part of the town to restrict people from using daykills has been...abysmal at best.
That makes it a lot harder for scum, and practically speaking, has a more realistic chance of actually happening.Hoopla wrote: Maybe, all vigs claim straight up. If only the 3 vigs claim, you have 3 confirmed town players. This won't happen, so 1 or 2 scum would have to claim vig too, to muddy the water.
If you have 4 claimed vigs, ask them to shoot themself, one at a time until you find scum (town can vote on the order). The strategy works if there are 5 claimed vigs also.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
I really like this. I know mountainous set-ups are generally considered scum-biased, but I think not knowing your partner cuts down a lot of the scum's advantage. Maybe 8 townies?LlamaFluff wrote:10 Vanilla Town
2 Goons
Night Start
Goons do not know the other goon
Each night goons submit a list of all other players in their order of prefrence for night kills. Top spot gets X points (where X+1 is all living players), all the way down to last who get one. Points are added by the mod and the highest ranked town player gets killed.
As the game goes on the goons might be able to infer who the other one is a bit, and start playing like a team, just might be an interesting concept.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
I don't have a name lined up yet, but I was thinking about this yesterday;
My initial thoughts are there aren't any blindingly obvious breaking strategies. Even the potency of scum gaining the 1-shot-vig is minimalised by starting with even numbers, so a double-kill doesn't remove one of the three town mislynches. I randomly generated a few set-ups using this formula and I didn't see any obviously unbalanced games - this is probably due to each role having town and scum use.
But I'm worried there might be breaking strategies that emerge from theamountof powerroles being known in the game - an early scum PR lynch creates two confirmed town PR's which would be very hard to come back from. I wouldn't mind someone probing this concern further than I did, because it feels exploitable.
The obvious solution (if there is a problem), is to include additional options with fluctuating amounts of PR's, but I feel it is unwanted complexity, when the appeal to me is the very managable amount of scenarios possible. I don't want to increase that number too much.
I wouldn't mind some thoughts on this though.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
I was thinking about solutions today. 1 scum PR, and then a fluctuating range of town PR's 1-3 seemed okay at first, but then it still leaves scum screwed in the situation you outlined. So, here is what I think;
0-2 Scum PR's, which leaves them plenty of options throughout the game, especially if they start bad. They can't get trapped by a massclaim.
1-2 or 1-3 Town PR's. 1-2 seems pretty low up against scum with potentially two PR's, but you still have to remember the town gets three mislynches, and roles such as Tracker and Jailkeeper increase in town value significantly once one scum is down, as they can start confirming players. If the town gets the vig, they get 3 mislynches and a night kill, which is a very fair deal considering they only need 2 correct lynches/kills to win.
I thought about 1-3 PR's and bringing in another role, but that just creates way too many scenarios, and to be honest I wouldn't know what else to use. You could calculate scum's roles first, and have town's PR options as '1-max available roles', so in the event scum get 2, town's PR options are now 1-2. But again, this seems unnecessarily complex.
I think I'm okay with this;
This gives enough safety to scum against an early massclaim, as town can't know how many roles each side has, and early exposure of PR's is more beneficial to scum. This also prevents the potential outlier cases of scum being lynched Day 1, and then roles such as Tracker and Jailkeeper quickly confirming townies, as these now can't be trusted as easily.
Looking at some worst-possible-draws for each set of roles, it isn't totally unfair;
I'm not sure if this would be the worse set of possible roles for town, but it's the worse when it comes to amounts. This still gives the town 3 mislynches and a PR that could potentially give clues to the town. This isn't an unwinnable set-up for town, and definitely eclipses the worst-case-scenario for town in set-ups like F11.
This isn't unwinnable for mafia - 3 mislynches isn't a lot when the first one is likely to be random. They do need to hit the Jailkeeper pretty early I think, and the vig could do damage, but they are safe from a massclaim and the roles chosen for town can't confirm any of them.
--
The difference between worst-case scenarios for town and scum isn't overly significant from what I can see, and should not differ too much with all the other combination of roles because they all have some town or scum value, because it almost serves as a natural balancing agent if you control the variable of how many each side can have.
To some it might seem unfair that scum has nearly the same odds of picking up as many or more PR's than town in a set-up (2:8) that would generally be scum biased. But when you look at what the roles actually do for scum, Tracker/Role-Cop serve as PR-finders, the vig provides a double kill, but still doesn't reduce the amount of mislynches, and Jailkeeper is still only good for dealing with town power - it kind of prevents the problem of scum being overpowered compared to the town, because the scum's power really only is useful if the town has good power too.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
It's a good set-up, but it is mostly the same as Polygamist mafia, as far as I can tell.Elscouta wrote:Two-Shot Nightless Vanilla
4 Scum
8 Townies
Townies have two lynch to get a scum. They win as soon as they lynch correctly, they lose if they mislynch two times.
Looks quite simple, fast, with a huge insensitive for scum to use group strategy (no bussing!).-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
- 9 Players, Day start
- No mafia Day Talk
- Both scum members receive result of Role-Cop's result during the Day
- Janitor can kill and use Janitor action in same night
- Janitor makes targeted player flip ???, if chosen for the Night Kill
- Janitor can kill and use Janitor action on self or partner
Nine players gives the town enough days to allow three mislynches before they lose. The day-cop is designed to give mafia a head start - a chance to catch a power-role early and open up the option of using their Janitor role Night 1, making a fakeclaim other than vanilla safe. Power roles for town have slightly less influence especially if the Janitor has used it's action, and creates a net of wifom near endgames with what the scum know and don't know. Importantly, a scum Day 1 lynch won't demoralise them, as their individual roles are useable on their own.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
I like the concept, it reminds me of the mechanic Tit for Tat (another open game) uses, where deaths on a particular side trigger a power for the other team. The right play for the vigilante in this set-up is to only shoot once as to not drop the number of lynches the town gets (unless the doctor makes a save). But I don't think people would play this role well or consider that idea, which makes the game very swingy.The Fonz wrote:How about:The More You Know Mafia
Cop
Doc
Vig
Six Townies
Mafia Cop Enabler (Corrupt Chief of Police)
Mafia Doc Enabler (Corrupt Hospital Administrator)
Mafia Vig Enabler (Corrupt Gun Shop Owner)
The town power roles no longer function once the linked scum dies.
A cop claiming Day 1 is also dangerous for scum, unless they can nail the doctor early or decide to counterclaim the cop. I'd consider switching in a Jailkeeper for a Doctor, which is a powered up role but doesn't sync with the other two town powers at all. It's playable as a 12 player set-up, but 13 would be an improvement as it gives the vig two shots (if necessary) and three mislynches, or four mislynches if the vig doesn't kill.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
The Rival Vigilantes are just like regular vigs, except if they both try to kill in the same night, both kills will fail. If one vigilante dies, the other cannot shoot. The 1-shot-roleblocker was included to prevent the vigs claiming on D1 and orchestrating a kill together. The threat of one being blocked, one being killed cancels this play. It also possibly gives scum a safe vig claim on D1 if they get in trouble, as the other vigs won't know if it is a vig or scum claim, and claiming theirselves might not be the smartest vig play, as the town getting a vig shot is a real bonus, because it doesn't lower the amount of lynches allowed.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
Couldn't scum do this too?yabbaguy wrote:Mafia have a >=25% chance of depriving an already shaky Town powerrole its ability on the first Night?
Aside from the possibliity of Town hitting Mafia on D1, this looks too Mafia-skewed.Also, if I was an R-Vig, what would I do? Come out and say "I'm a vig, whoever the other one is, shut up and kill tonight"?That limits Town a mere 1-shot vig for power. Scum being able to fake a vig claim rather easily also doesn't sit well. If I inhibit the claim, as does the other, it degenerates to a bizarre guessing game which I couldn't fathom seeing how to solve it.
It looks like a setup just begging to essentially become a 3-mislynches-minimum Mountainous. Trifle too much of a Mafia-tilt is my thought.
If there is a triple vig claim at some point, the town is potentially wasting two mislynches to lynch one scum. It is quite close to mountainous as it is very likely the vigs will get 0 shots or 1 shot. There might be a better way to use this mechanic though, because it is likely only going to create the wifom outguessing game on N1. What if every townie was a Vig, and it required just one person making a shot to succeed? Breaking this down to a plan before night and organising who will shoot is foolish, because scum knowing where the bullet is coming from makes it easy to block.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
Yeah, I'm not sure where I stand with that idea, so I pitch a new one instead;
The fruit vendor role is borrowed from SpyreX's Pick Your Power game;
Essentially, the Fruit Vendors are glorified named townies, with the ability to confirm themselves if they can get a couple of confirmed acts of fruit-giving. It's difficult to know what the best strategy is for the town in regards to fruit claiming, or target claiming or even a massclaim to work out how many fruit vendors there are. But massclaim seems suboptimal, especially Day 1, as scum then don't necessarily have to play the fruit game and can off the Vendors in successive nights without any of them being confirmed. The one-shot fruit giving is meant to give scum a chance at a fruit vendor claim, but only allowing it on one night means they have to pick their target wisely, or possibly claim a fruit give on a scumbuddy or a corpse for continuity.Fruit Vendor wrote:Each night you may target a player. You will give them a delicious piece of fruit of your choice. The fruit does nothing.
I'd probably consider giving scum daytalking for this too.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
I really like the PGO role, but many opposed to it dislike the problem associated with the lack of ways for scum to deal with a confirmed PGO. You either have to sacrifice a 1-for-1 at night, or push super hard to get one lynched. The Even/Odd night PGO's only work every second night, so they are both counterable, and also creates an interesting gameplay for townies trying not to draw the NK, which runs contrary to how you would normally play VT.
The 1-Shot-PGO is a role that has the ability to activate it's power on one night only. The reason I included the coinflip between this role and an extra VT, was to give scum a chance either fakeclaiming, or to potentially frame this role by refusing to NK it. The set-up makes for interesting wifom circles with scum having to be wary about shooting someone acting very town, or in a manner seemingly seeking to draw a kill. It also enables those players who always look obv-town and get NK'd to play aggressively and have a form of psuedo-protection by wifom.
Another complaint the PGO has is that it is very random, which I strongly dispute - this argument is perhaps more applicable to closed games. It's swingy, I grant it that, but good players on the scum side will be able to spot tells, and good PGO's have the ability to act in a way to improve their chances of being NK'ed, and likewise, good townies have an important role to play also. If this was run multiple times, I'd expect specific role tells start to emerge, as optimum play for each role starts to reach an equilibrium.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
I'm not sure whether it's necessary. Friends and Enemies functions quite well as a set-up and that has no scope for scum fakeclaims. I think I (usually) just prefer that aspect as a form of balance, as it makes powerroles less reliable/believable. I don't think pandering to the concept of enabling fakeclaims is necessary for this set-up, as the main quirk is how the PGO's/townies play in order to increase or decrease their chances of drawing the NK. I think it's necessary for the PGO's to know which night they are.Herodotus wrote:What if even/odd PGO's weren't told whether they were even or odd? That would allow the scum even more room for fakeclaiming (if you feel that would be a good thing.)-
-
Hoopla
-
-
Hoopla
-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
-
-
Hoopla
-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
TDC's Roccisi Winter: http://www.mafiascum.net/forum/viewtopi ... 29&start=0Mr. Flay wrote:Yos2 calls it the Lights Out mechanic, I'm not sure ifthat's the only game it's been used in (besides /in-vitational 11, which is ongoing).any other games have used it, besides the Scummies Invitational.
LO1: http://mafiascum.net/archive/viewtopic.php?t=3161
LO2: http://www.mafiascum.net/archive/viewtopic.php?t=4518
SI: http://www.mafiascum.net/forum/viewtopi ... =3&t=14713-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
A friends and enemies inspired set-up.
Day start, Goons and VT's investigate as Vanilla. The substitute for role-cops over masons is obviously a lot less powerful, as any confirmed innocents are going to be one-way knowledge only (and might not happen at all), so you won't have that block of confirmed townies planning together. To compensate for this watering down, I've given the town a 4 mislynch vs. 3 lynch game, and also the chance to catch a scumbag via their investigations, as a result of Tracker must be scum. Whilst the Tracker is alive for scum, it operates as a pseudo-rolecop which balances against the perks I've added for town.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
Innocent Child 1-Shot-PGO is a hybrid role, that is announced as confirmed town as soon as Day 1 starts. This role also has a passive 1-shot-PGO ability at night. If the PGO uses it's shot, it defaults to a standard Innocent Child from then on.
The Mafia Redirector PGO Enabler is also a hybrid role, that has the ability to redirect the cops (if they use their action) to a player of their choice. In the event of the Redirector dying, the PGO ability of the IC-PGO gets disabled meaning it can be nightkilled safely. Cops will not be told if they've been redirected.
~~
The point of this set-up revolves around the dynamic of the PGO interactions - cops need to weigh up the risk of using their action (and when to claim), as using it then makes them vulnerable to be redirected to the PGO. This set-up also rewards scum for role-fishing and clever powerrole hunting. It is a 14 player game to ensure that a successful cop redirect doesn't cost town a mislynch, enabling the game to always have a 4 mislynch/3 lynch mechanic, which reduces some of this swing this sort of set-up inevitably will produce. The disabling aspect of the Redirector is also there to reduce swing, as that role dying means scum aren't screwed by having to deal with a PGO any more.
I've thought about this for a bit - I think it is within the realm of balance, and I've implemented a couple of measures to reduce swing. Cops will have to play very well to avoid the NK, lynch and redirection, if they want to be influential, which is why I've included two. It gives town more chance at a couple of investigations, increases the chances of the PGO being used, and also gives scum a fakeclaim option D1/D2 is none of the cops are outed yet.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
Cooperate or Die
2x Mafia A Goons
1x Mafia A Role-Cop
2x Mafia B Goons
1x Mafia B Role-Cop
2x Bulletproof Townies
1x Innocent Child 1-Shot-PGO
8x Vanilla Townies
~~
- 17 Players, Day Start
- Mafia teams have invididual Day Talk QT's, as well as a shared QT betweenbothteams, whereallmafia players can post anonymously.
- Bulletproof Townies are immune to night-kills where they get shot by only one scumteam. Two bullets in one night kills them. They are not told if/when they absorb a bullet.
- Innocent Child PGO is declared innocent at the start of the game inthread by the mod. This player gets to choose one night during the game to activate it's PGO ability.
- Role-Cops get a Vanilla result on Goons and VT's
- Only 50% of players required for a No-Lynch
In the event of a Goon/Goon or Goon/BP endgame, the game ends in a tie between those two individual factions, with the non-included faction losing.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
It's funny you say that - I was initially trying to work in a tie/die pun. Maybe Tie-Dye will work for a title.Herodotus wrote:I like it... though it looks like Cooperate or Tie.
The bulletproof townies are well done.
The IC/PGO could get more than the one shot ability.
I like games where ties/stalemates are possible results - as it gives faltering teams a secondary goal to attain when a win is looking out of reach. There is something strangely rewarding about scrapping a draw against the odds to break even.
There are a couple of dynamics I like about the game; it enables the possibility for creative scum gambits, and forces them to work together at some stage before one scum team is wiped out. If one scumteam is eliminated before the two Bulletproof townies have died, the remaining scumteam can really only try to scrap a draw, unless they take the risk of making a BP counterclaim. It then creates an option for the town to hold on to a safe draw or go for the win.
Because eliminating one scumteam before the scum find/kill the two BP's is greatly beneficial to the town, it encourages team-specific scumhunting for the town, which is a dynamic not seen or done well very often. It also opens up tells of suspected scum-working-together wagons, because a possible way for scum to combat the lynch during the day is to all work together in choosing a target in the QT.
The Role-Cops are included to give the scum more of a chance of finding the BP's earlier than usual, though they're still going to have to compromise and agree to share their investigation results. They can also potentially find theotherRole-Cop too.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
Even if it doesn't, it's within the realm of possibilities to happen without the town trying for it. Upon eliminating one scumteam, the consequences of it should then dawn on the town if they didn't know beforehand. Besides, I'd expect this to become common knowledge if this set-up was run multiple times. It really only takes one townie to break down the possibilities at the beginning of the game for everyone else to get it.gandalf5166 wrote:TBH, I'm not sure that the average town would REALIZE that eliminating one team as fast as possible is a good idea.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
@Gandalf:
There is plenty of opportunity for deeper play and analysis of the possibilities, but the strategy/consequences I talked about are pretty straightforward. There are plenty of people who are competent enough to get it - I refuse to cater for those incapable or unwilling to invest thought into a game.
~~
@Herodotus:
Well yes, that's the reason for the 50% no-lynch rule. To give scum an extra opportunity to eliminate the BP's, by potentially keeping their scumteam intact with 2 or 3 players. A 2 Goon/VT/BP endgame forces a no-lynch --> VT kill --> BP lynch (with 2 goons voting out the last town player), so in this situation or situations where Mafia has 50% of the town and outnumber the BP's, mafia will win.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
As for this, I think I'd follow normal rules of a cycle of 2 No-Lynches and 2 No-Kills equals a draw, so scum would have to take a potshot on the IC-PGO on one night or take a draw.Herodotus wrote:In fact, an intact scumteam should be given the win against 2 BP's and the IC, since they can hypothetically wait through 100d1000 NoLynch/NoKill cycles before shooting the IC (if the IC hasn't already used their PGO ability.)-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
It's the most common solution to break the potentially ongoing back-and-forth between no-lynch/no-kill cycles.Herodotus wrote:@Hoopla: I didn't know that was a standard rule.
Did you account for the fact that the mafia teams will be trying to avoid cross-killing and that this will make it harder to get rid of them?
I did - it's hard to predict exactly how scumteams will play it. They could in theory discuss and sync their kills at night, but such discussion will leave clues to the other team as to who is likely/not likely mafia. It is always important from a scum-perspective to maintain the dominant upperhand as the other team needs to die at some point, and I think if scum don't have a found BP to target, they won't try and kill the same player which increases the chance of a crosskill. A scum killed at night could sever altruistic tendencies between the two teams. I'd expect if scum strongly thought someone else was on the other team, they'd take a shot at them.
You also have to remember, in order to orchestrate lynches on town players, they need to surrender some of their protection, ie; narrowing the pool of possible places they could be by declaring someone town, and then also by going onto that wagon is a strong clue. If anything, I think scum will be wary of this and their numbers won't give them much influence during the day.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
For what it's worth, I don't think this would play out as you expected, ie; real wifom dilemmas being posed. There are several things that can happen leading into Night 1;Crazy wrote:Ultimate WIFOM
2 Mafia Goons
1 Innocent Child (Mod-confirmed town at the start of the game)
1 Watcher
3 Townies
1) If a townie is lynched, and the Watcher is unknown, the mafia's only real option is to take the 1 for 1 trade, killing the IC, whilst losing a Goon on Day 2 from the Watcher. As the alternate is a 1/3 chance at hitting the Watcher, and if mafia miss, Day 2 begins with 2 Goons/IC/Watcher/Townie, which clearly makes having the Watcher claim town's optimal play, in which case mafia must either counterclaim leaving a Goon/Townie and Goon/Watcher vying for the two spots in a 50/50 battle, or mafia must let the Watcher be confirmed, and give the town a 2/3 chance of hitting a Goon, and then a 50/50 in lylo. I think hitting the IC N1, a Goon lynch D2 via a Watcher claim, Watcher kill N2 leaving a lylo of 1 Goon/2 townies is the safest route for mafia to take.
2) If a townie is lynched, and the Watcher is known going into N1, you don't get the wifom dilemma, as mafia's only option here is to kill the Watcher, and the game plays out fairly boringly.
3) If a Goon is lynched D1 then you definitely have some wifom potential, as being watched is an autolose. Mafia's top priority is eliminating the Watcher here, so taking it's best guess at that is the best option, which makes equilibrium for the Watcher's optimal play hard to pinpoint.
Regardless, if your game is depending on a Goon being lynched D1 to generate some wifom aspect to it, which I assume is the central attraction, there are probably better ways to do it. I could see some scumteams going for glory N1 (in the first situation), by trying to hit the Watcher, but I think it is suboptimal. As targeting the IC guarantees you a Goon/Townie/Townie endgame (at worst), and most importantly, you eliminate all possible interactions on Day 2, as the guilty verdict gives no scope for interrogation or connections of any kind. It's like in a vengeful, where scum will always quickhammer to secure a 2:1 endgame with little to no information available - from a sheer probabilities perspective, they get the edge. I think the same would apply here - you only get one Day of information, and then scum get tochoosewhich of the two looks towniest for lylo.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
Lights Mafia
6xLights-On Townies
1xLights-On/Off Goon
1x Lights-Off Goon
~~
- Day Start
- Each Townie has a light they can turn off any time during the day. Once they turn it off, it stays off.
- The Lights-Off Goon can only kill Townies who's lights are Off.
- The Lights-On/Off Goon can choose to make a Lights On or Off kill. Whichever she picks, her kill has to match the townie's light.
- Townies can't turn their lights off during twilight or night.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
If Mafia is poor enough to have their key player lynched Day 1, they ought to be in a difficult to win situation. In some newbie games and some open set-ups, a correct lynch Day 1 of mafias key powerrole almost certainly nails them. Say in a Newbie Game, if the M. Roleblocker is lynched D1, a cop has the full safety of knowing a Doctor exists to break the game, unless mafia gets lucky N1. In small games, one or two lynches deciding the game is not a damaging mechanic - it's extremely hard to give each side enough room for multiple chances. Having said that, I don't think the situation is so bleak in an On/Off Goon lynch D1;Herodotus wrote:The point is town and scum outguessing each other, but Olinea is right that there's a chance the town will be far, far ahead at the end of day 1. What if the mafia started as goons, and assigned the lights-off and lights-on/off roles between them on night 1?
Scum's "optimal" play N1 is to shoot with the Lights On, as townies thinking in the way Hero suggested could net them a 1:6 nightless game, but if they're wrong, this gives mafia a free kill (remember, townies can't change their light status after a lynch or at night). I expect at least one townie would switch their light off for N1 to compensate for this, and if they do, losing the On/Off Goon D1 still gives the Off Goon some townies to aim for, preventing it from being essentially nightless. The balance of the game was designed so that two mislynches loses the game,unlesstown can outguess scum once at night, as one prevented NK gives them a third mislynch - I think this mechanic makes trying for lights off a viable play for N1, as town are really only wanting one save, unless they're banking on hitting the On/Off Goon to cash in an advantage in a psuedo-nightless game.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
The only reason this would be a good idea is if you want a safety net for the ~12% of games that have an On/Off Goon lynch D1 - but if it's reasonable to believe that some townies would turn their lights off on Day 1, to prevent scum getting a free kill N1 in the 88% of games where the On/Off Goon isn't lynched, then there isn't a safety net needed after all, as some townies are now killable by the Off-Goon, preventing it from being an out-and-out 1:6 Nightless game.Xalxe wrote:I like Hoopla's a lot. Maybe not have the Goons flip on death (just mafia, don't know on/off?)
If you're to believe that town's optimal play is to not turnanylights off for N1 (say an orchestrated plan decided on D1), then in 88% of games, scum get a free kill on N1. The net gain of a free kill in the bulk of these games more than compensates for the occasional one-off scum blunder, to the point where it would be irrational and suboptimal from a townie perspective not to turn lights off N1 (or be open to possibility of it).-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
I think the key mechanic that is being missed here, is that town has to choose their light status for nightTragedy wrote: The only problem if, what if the Lights-On Townies left their lights on the whole game, while the Lights-On/Off Goon is already dead?
Eventually, the Lights-Off goon is going to be lynched this way.priorto the lynch. They can't sit back, wait and see if they've lynched the On/Off Goon and if they don't, then make a decision. In 88% of games going into N1, the On/Off Goon will exist to kill a Lights-On townie. Do you think it's worth all the townies keeping their lights on for N1 for a 12% chance? Scum then get a free NK if the town is wrong (which then puts them in a potential mylo D2).-
-
Hoopla
-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
Nomination Mafia
8x Vanilla Townies
3x Mafia Goons
- Nightless
- On odd days, normal lynching mechanics apply
- On even days, a nomination mechanic applies to the lynch. At the start of the Day, Mafia get to select any three players (including themselves) to be available to be lynched. The mod announces who the nominated players are for this day, then everyone (including the three nominated) can only place votes on those three players, until one is lynched.
- Mafia can Daytalk
- Town cannot no-lynch, as such, a plurality lynch rule applies at deadline if town can't decide.
~~
This set-up means mafia need three odd-day mislynches to win (+1 for any time they lose a Goon on an even day). The town was given 2 extra townies (over 3:6 nightless) to compensate for mafia potentially controlling even days. Nominations will be tricky for mafia to decide, though - they can secure a mislynch by nominating three townies, but they could gain a lot of town points by nominating themself, however, that runs the risk of losing a teammate unnecessarily. Scum will be keen to dump wifom on as many conclusions town make from the nomination choices, but there is potentially a lot of information to be gleaned from who scum elect to be lynched.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
How do town know how many townies scum have nominated to be lynched? There is no way to confirm town in this game.GreyICE wrote:Optimal play: No one votes on even days. Lynch is decided by random.org.
Scum have a 1/3 chance to lynch themselves if they stick themselves in pool, confirm town if they don't.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
This is what it is already, though. Scum don't get a night kill in a Nightless game. Day 1 is lynch 1. When that lynch is done, we go to Day 2 for lynch 2. The nightkill has essentially been traded in for scum picking 3 players in the game, and town choosing who dies. Obviously nominated townies will gain town credit, as scum have less incentive to name themself in the three players, hence why nominating themselves sometimes could be beneficial. Scum can submit 3 townies, 3 scum or any other combination of town/scum to prevent confirmed townies.GreyICE wrote:Hoopla wrote:
How do town know how many townies scum have nominated to be lynched? There is no way to confirm town in this game.GreyICE wrote:Optimal play: No one votes on even days. Lynch is decided by random.org.
Scum have a 1/3 chance to lynch themselves if they stick themselves in pool, confirm town if they don't.Mechanic change:Instead of submitting a night kill, the scum submit three names.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
It could be interpretted that way, but realistically, even days act more like a lynch than a nightkill, because towns generate an increased amount of information from it, and have more of a say over who dies than a typical nightkill, especially since scum will sometimes feel compelled to include themself as a possible lynch.GreyICE wrote:
Neither is this game, once you realize that the 'mechanic' is a cleverly disguised night kill.Eddard Stark wrote:Friends and enemies isn't nightless though is it?
As for it not being a NK, well, if the mafia NK was "Submit a list of 3 players, and random.org will kill one" it'd still be a NK. This makes the town kill one rather than random.org, but that's not much of an improvement, overall.
We played a slightly modified ratio of this game on Marathon Day - 2:5 with the same mechanic on even days, and it was pretty successful. There is a fun wifom element to the game; would scum put one/two of themselves up for lynch to look more town later in the game? Or would they put up three townies to buy a guaranteed mislynch? There is a give and take between offering the town more chances to lynch you (putting yourself up for nomination) which helps avoid odd-day lynches, or choosing to avoid even day lynches (by nomming 3 townies), which increases your chance of being lynched on odd days. It's a delicious game of wifom.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
Again, there are no confirmed townies in either game. I don't know why you keep trying to use that as a point.GreyICE wrote:At 2:5 it works much better because it's very friggin dangerous tocreate 3 confirmed town in a 2:5 setup. You'd commit suicide essentially. If you get a town lynch day 1, then choose 3 town day 2, you literally have a 2/3 chance of hitting scum on day 3 if you assume this to be true. With one dead scum, the other follows pretty fast.
However at 8:3, it's highly optimal to use it like a night kill early on. I think that it'll degenerate into mostly that, especially if the town realizes it's most likely killing a townie, and gets apathetic on even days.
If you do run it, shorten even days to 1 week.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
Albert B. Rampage wrote:The Bomb is post-restricted from claiming anything but Vanilla Town punishable by modkill.
These sort of restrictions never work. There is too much grey area the mod needs to potentially wade through. What if a player says this;
"I strongly suggest that ABR is the person who is to hammer me"
"I know there aren't any Lovers in the game"
"Okay, since we are massclaiming, if you're a Townie, claim "VT", and if you're the Bomb claim "Vanilla Town"
Which of these is okay?-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
I_Chew_On_Grass wrote:1 Mafia Goon
1 Mafia RoleCop
1 Doctor
1 Jailkeper
1 Hider
4 Townies
What's wrong with this set up?
Day 1 massclaim is the optimal strategy, quite clearly. You have three confirmable town roles out of seven. Scum are either forced to allow three players to be confirmed, or must counterclaim in order to minimise confirmations - this isn't really wise though, as you set up a 50/50 between yourself and that town player, and at best live until Day 2. As such, Doctor/JK/Hider become confirmed town. Doctor protects Jailkeeper who in turn acts like a RB. Hider hides behind the pool of townies/mafia declaring its target in case it dies proving a scum.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
Synergy Mafia
Mafia(3)
2x Mafia Goons
1x Mafia Godfather/Bulletproof/2-Shot Roleblocker/Role Cop
Town(10)
1x Cop/Vigilante
1x Innocent Child/Tracker
1x Bodyguard/Jailkeeper
7x Townies
~~
- Daystart
- Pregame, the Cop/Vig, IC/Tracker, BG/JK, GF/BP/RB/RC have to choose which role they'd like to be.
- Innocent Child (if selected) is announced at the start of D1 by the mod.
- GF has investigation immunity only to the cop.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
Quilford wrote:There's no way mafia would ever select to be the bulletproof or the godfather.
I also strongly doubt someone would elect to be innocent child.
Really? I was worrying that picking the IC was far too obvious of a choice over the Tracker. Coupled with a hidden Jailkeeper, an IC is pretty handy.
I think you might have a point in regards to the mafia's option, though.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
Slaxx wrote:Also, I think the godfather should show up innocent on the GS report if you do choose to do that, or at least add that option in, that way GS can't gather confirmed innocents, especially in the presence of a cop too.
I suppose the point of the set-up isn't to find exact matches between pairings. The strength of a role depends on what the other players pick, hence the title of the game. There might be combinations more favourable than others for town in isolation, which is why I've given mafia a deeper set of options to compensate for whatever town picks. This way, in the event of multiple runs of the set-up, if a pattern, or belief of what is "optimal" for town surfaces, it enables mafia to pick the best matching option, thus forcing town to eventually start changing it up based on what mafia picks, which naturally balances the set-up. It's just a matter of finding the right variables though.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
This feels fixed-ish.
Mafia(3)
2x Mafia Goons
1x Vigilante Disabler/2-Shot Roleblocker/Role Cop
Town(10)
1x Cop/Vigilante
1x Innocent Child/Tracker
1x Bodyguard/2-Shot Jailkeeper
7x Townies
~~
- 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.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
mykonian wrote:is it worth it? Is it going to be played that often that you'll get your meta-setup-tells?
Is it going to be a better game then the ones already played?
- Perhaps not. It's more just an assurance it will stay workable if ran multiple times, as it self balances (with the right roles).
- I think we're lacking quality 3-scum Open games, so it has a market. Plus getting the choice pregame to be something you want is fun.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
Bulletproof IC is just a silly role, that resides in novelty as opposed to interesting, fun or balanced. If you want the aspect of a confirmed town player living deep into the game, having protection roles external to the IC makes more sense than just giving protection straight to the IC. This way scum has a way of dealing with the role (without finicky endgame rules), and there is at least some skill behind the other protection role(s) trying to survive deep into the game.-
-
Hoopla
-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
Quilford wrote:Can anyone link me to the game where JDodge (I think) broke the setup he suggested?
http://www.mafiascum.net/archive/viewtopic.php?t=10486
You're thinking of this.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
LlamaFluff wrote:Hoopla wrote:Might be best to add another townie to compensate for a possible D2 mylo if the vig or Hider register an extra town kill at night (after a D1 mislynch).
Extra VT may be right here, I just always dont like going over 13 players in any setup unless there are one or two very specific things I am trying to accomplish in a setup.
Your setup is currently 11 players - I was suggesting a 12th.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
2x Mafia Goons
1x Reverse Doctor
7x Townies
~~
- Day start
- Reverse Doctor might be a role that already exists under a different/better name, but I can't remember it?
- Essentially, any player who targets it gains protection for that night, rather than the RD choosing who to protect.
- Each townie targets a player at night - if they hit the RD they're protected.
- Mafia and RD don't get a target choice.
- 10p, so one correct protection earns the town an extra mislynch. Rewards players who are good at PR-hunting, scum and town.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
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 don't think that's a viable plan - optimal scum play is to not kill the claimer. If it's a townie, then they've just got an awesome deal out of it, because the kill is guaranteed to go through, and it makes the town think the person claiming is mafia, for a nice mislynch opportunity D2.
Worst-case scenario is that they were wrong, and the claimant is the Doctor and they give the town an extra mislynch, but get the Doctor dead N2. But this wouldn't happen often, or would need to happen less often to not make scum's optimal play killing the claimant.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
Two or Three?
1x Mafia Goon
+ 1x Mafia Goon OR 2x Mafia Lovers
7/8x Townies
1x Doctor
~~
Pregame, one player is chosen to be a Mafia Goon. They then either chose to get a Mafia Goon partner or two Mafia Lovers. The additional mafia member(s) are then chosen randomly.
If two Lovers are chosen, the setup is 3:8. If another Goon is chosen, the setup is 2:9.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
I think you might be right, but not because of the Doctor itself. In the current incarnation, the Lovers setup allows one less mislynch for town (unless the Doc makes a save), which although there is increased chance of town finding one of their two required lynches, it probably isn't worth one less mislynch. A 12p game enables the same amount of mislynches either way, but makes the Doc save earn an extra lynch in the 2:10 version, as opposed to the 3:9 version, which is probably the setup that needs that benefit more.
I'm not sure which setup I'd pick as the first goon. Having two teammates gives greater control of the lynch, but also increases the chances of my partner being lynched as there is two targets for town to find as opposed to one.-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008
-
-
Hoopla
- Posts: 10788
- Joined: October 12, 2008