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This forum is for discussion of individual Open Setups, including theoretical balance.
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Faraday
Faraday
...should I be here?
Faraday
...should I be here?
...should I be here?
Posts: 12126
Joined: March 29, 2009
Location: Ireland
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Post #2810 (isolation #0) » Mon Mar 28, 2011 5:14 am
Postby Faraday »
And yeah, it looks decently balanced I think. Since town can't no lynch, anyway it looks like the wifom would be fun. (looks like a fun game from the scum pov too I think)
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Post #2899 (isolation #2) » Sat Apr 02, 2011 11:55 am
Postby Faraday »
If you're gonna put a Jester anywhere it does less damage in the open queue, since the people signing up to the game know there's one in it. I don't see the harm in it, personally.
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Post #3036 (isolation #3) » Sat Apr 16, 2011 1:50 pm
Postby Faraday »
Main criticism is I don't like % roles, like % chance of investigating someone correctly. Works okay in this set-up.
Balance looks okay, lot depends on the JOAT but that might not be a bad thing. It's your standard 10/3 split, and 3 weak town power roles. It being open means they're confirmable (although obv scum can claim them) in fact any scum being lynched should claim JOAT. Hmm. With the faith healers there then it makes it even more interesting.
Oh I know nothing about open games so take this with a pinch of salt.
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Post #3046 (isolation #4) » Mon Apr 18, 2011 2:17 pm
Postby Faraday »
I quite like 4 I think. (the use of the JOAT abillities makes the role more skillful than the sane cop). Also prefer Hero's fix on the faith healer issue. That looks like an interesting set-up either way you run it, I guess.
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Post #3089 (isolation #7) » Thu Apr 21, 2011 3:15 pm
Postby Faraday »
chkflip wrote:
DarthYoshi's 13p Faith Plus One!
3x Mafia Goons
2x Town-aligned Faith Healers
1x Town-aligned Sane Cop
7x Vanilla Townies
Special Mechanic: If both Faith Healers protect the same person in one night, the protection is guaranteed to not work. Y'know, competing religions and whatnot.
Day start.
Just want to repost this because my open is super soon and I want to run this setup. I nominated it but it still needs seconds and so on. So you should so that. xD
I think hero's fix where there's one effective/one ineffective is probably better than both having 50% chances.
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Post #3259 (isolation #8) » Tue May 10, 2011 9:25 am
Postby Faraday »
Eh, it's more that, you could be stopping a crosskill I'd say. And for what? Not like you're protecting a cop or a tracker, just another bodyguard. Although what'd happen if multiple people protected the same guy? them all dying doesn't make sense, lol.
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Post #3575 (isolation #9) » Wed Jul 20, 2011 2:53 pm
Postby Faraday »
it's basically 9:3 nightless so town should win, i.e. you set-up a chain of roleblocks, so a kill can't go off, scum can't ever make a kill as even if they're in a roleblock chain together they have to nk.
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It's interesting, as there's always the posibility that scum will claim miller/gun owner.
So it's up to 10vt's/Gunsmith/Cop versus Sk /Goon/Gf/Bladefather
It looks okay, I'm not sure I like the serial killer in the set-up, I think it could be more interesting with just town/mafia but I suppose it kind of works - even less room to trust innocents, I mean a gunsmith is likely to get 1 or maybe 2 results before they claim, same with cop so it's interesting, as here claiming with a few innocents could easily contain 2 of the scum if you're not careful.
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Post #4483 (isolation #21) » Wed Mar 14, 2012 12:49 pm
Postby Faraday »
Not using a cult...
I just really hate the core mechanic of the cult, i.e. recruiting players and changing their win conditions. I don't think they're fun to play, they're pretty much impossible to balance (or at least they have MASSIVE swing, so that early game a couple of bad recruit choices can fuck a cult over but unless you stop them by day 3/4 you're probably fucked)
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Post #4761 (isolation #26) » Thu May 31, 2012 8:16 am
Postby Faraday »
He would have to live until Day 5 to get 2 reports. Without being killed OR ran up. Optimal play for the even night cop is probably to claim Day 3 with a result, really.
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Post #4796 (isolation #27) » Tue Jun 05, 2012 1:59 pm
Postby Faraday »
In post 4787, Alchemist wrote:Hi guys, I'm setting up a ventrilo server for MS with a mafiabot, and I'm looking for like fiveish 6-8p OPEN setups that would be good and balanced for voicechat. One or two with unique roles and mechanics would be cool.
Throw your suggestions at me.
Scumhunters 8p.
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3x Masons
3x Neighbors (Masons or Mafia can be neighbors) - Have Daytalk
3x Vanilla Mafia
4-7x VT (bring to 13 players)
Just a new way to look at what already is a decent setup (FaE/FaEaE) by adding a new element to it.
Town sided with 13 players depending on how the neighbours are utilised I guess? Depends on how pro town you figure the neighbourhood is, since I think F+E with 13 players is slightly town sided on the forum.
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Post #5087 (isolation #31) » Mon Aug 27, 2012 3:01 pm
Postby Faraday »
Too many unique town roles. Need to read the scum powers, only skimmed but it looks like it narrows the pool down considerably or you force scum to claim power and thus be in a narrow pool anyway.
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Post #5461 (isolation #35) » Sun Jan 06, 2013 3:39 am
Postby Faraday »
Um, no. I get that. I meant is it possible to work out roughly how big a % change it would have? (Actually worded that poorly in my initial post but etc)
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Post #5516 (isolation #37) » Sun Feb 17, 2013 2:44 am
Postby Faraday »
You can't really stop people typing the way they type. Having played enough alt games a lot of the players will be altguessable and there's no real way to stop that.
Also I'd probably not limit hydra discussion to qt's.
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Post #5518 (isolation #38) » Sun Feb 17, 2013 2:57 am
Postby Faraday »
No. It's nothing like that, at all. What are the penalties if they break the rule? You can't remove the posibilities of people revealing their "real account" via typing style, there'll always be subtle things that drop through. Trying to force people to change their typing style seems an unenjoyable endeavour for them, too. I mean people tend to intentionally mask it up to a point - but as I said something always slips through and some people are just really obvious, anyway.
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Post #5520 (isolation #39) » Sun Feb 17, 2013 3:12 am
Postby Faraday »
Sure, they probably are. I think it's a net negative for player enjoyment (pseudo post restrictions are bad and unenjoyable), though. (And also don't think it really adds anything.)
There was a hydra game ran with 2 slots per hydra a while back (and random hydras), if you want to take a look at something similar. (Simply called "hydra mafia", I think? mod was bv310)
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Post #5556 (isolation #42) » Thu Feb 28, 2013 2:29 pm
Postby Faraday »
In post 5555, Leafsnail wrote:I really like the general idea but it seems kindof swingy (potential D2 town minority).
With 6 scum and they all shoot night 1 and no crosskills it's 5:6 at the start, but more accurately it's 5:2:2:2. So yes there are less town players than scum but at least it's nightless for the next 2 nights. It would certainly be tough if that happened but not completely unwinable, I think?
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Post #5558 (isolation #43) » Thu Feb 28, 2013 6:13 pm
Postby Faraday »
It'd start 8:2:2:2.
I forgot to take into account the lynch so it could be 4:2:2:2 at the start of Day 2. Which would be pretty sucky for town, admittedly.
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Post #5598 (isolation #44) » Mon Mar 11, 2013 3:43 am
Postby Faraday »
#123 is broken as an open. Everyone claims, have the lie detector detect one of the VT's and gg? You have your goon/cult/one vt left if he gets an innocent. Poisoner targets one, after lynching one. Even better if the lie detector hits scum (particularly cult)
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Post #5625 (isolation #46) » Sat Mar 23, 2013 5:05 pm
Postby Faraday »
Yeah, I think it definitely narrows the gap between the two scum factions (and you want them as close to even as possible). It's better than any of the other options, at least.
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Post #5679 (isolation #47) » Tue Apr 02, 2013 3:22 pm
Postby Faraday »
Less unique power roles. Don't think it breaks it here, though. It's still 7:3 which is hard on town. Day 2 lylo means they have to massclaim somewhat day 1 due to avoiding the icky "I'm the cop" stuff on Day 2. (Best to estatblish it day 1 - he'll get a result either way)
When does vanilliser resolve? After the night? So the cop would still get his results. Town are probably best claiming "PR" or "Not PR", day 1 I think? (At least initially). Scum should kill one and vanillise the other. Meh. Mafia tracker is effectively useless, really.
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Post #5684 (isolation #48) » Tue Apr 02, 2013 4:03 pm
Postby Faraday »
idk i don't think the set-ups retardedly unbalanced completely with the high number of unique pr's. It doesn't seem that fun though. mafia tracker is useless when day 1 massclaim is optimal for town and i'm not sure what utility it serves?. town basically need the cop to get a scan here - so they need the bg on him night 1. i'd probably still expect the scum to win more than average just b/c I think 3 scum is a powerful voting block in such a small game.
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Post #5685 (isolation #49) » Tue Apr 02, 2013 4:06 pm
Postby Faraday »
In post 5682, Ineffective wrote:Even when there are as many known prs as mafia? 10:3? Is this because of the voting system?
Idk, what's the ratio usually for an EM game? 5:2, 7:2 are all fairly common here for the semi open newbie set-up. But yeah anything with 3 scum is usually 10 town unless there's a high concentration of pr's. A closed normal will generally have 3-4 pr's (although some are pretty weak shit like neighbouriser and scum will have a pr or 2 to offset them), it varies depending on opens.
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Post #5694 (isolation #51) » Tue Apr 02, 2013 4:36 pm
Postby Faraday »
I kind of like that, gives the cult something to do other than just look town tells and recruit people for an easy win. Night start or Day Start? For a cult set-up I don't hate it. Diviner role seems fun to play too.
Seems like qt wouldn't work as well for that. Pm's/Aim/Skype or w/e works best for that type of communication.
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Post #5760 (isolation #53) » Mon Apr 08, 2013 2:47 pm
Postby Faraday »
In post 5757, BBmolla wrote:However if people consider JK9 balanced, this one is probably better balanced because in this setup tracker is stronger than cop. (Tracker can find Jailkeeper, cop just tells who is town/scum)
I...don't see how this makes it any way stronger. The cop gives 100% accurate results, the tracker doesn't.
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Post #5939 (isolation #54) » Wed Jun 19, 2013 6:07 pm
Postby Faraday »
Kill the guy with the track everynight and it becomes 10:3 with one unkillable townie until Night 4 and a roleblocker until Night 2? Seems like scum should win that, really.
That's ignoring the override ability, even.
Am I missing something?
er I guess there's the WIFOM of wanting to keep the tracker alive in case one of them ever gets it. EH.
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