[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #5563 (isolation #0) » Sat Mar 02, 2013 3:17 am

Post by JacobSavage »

What are peoples thoughts on a modification of this set-up Duck, Duck, Goose! That instead of limiting it to one shot make it unlimited but in doing so means that it takes (one/two) less vote to lynch.

Maybe have some mechanic where scum can reduce their lynch threshold in order to appear town.
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Post Post #5566 (isolation #1) » Sun Mar 03, 2013 6:12 am

Post by JacobSavage »

In post 5565, callforjudgement wrote:
In post 5563, JacobSavage wrote:What are peoples thoughts on a modification of this set-up Duck, Duck, Goose! That instead of limiting it to one shot make it unlimited but in doing so means that it takes (one/two) less vote to lynch.

Maybe have some mechanic where scum can reduce their lynch threshold in order to appear town.

Broken. If it's known that some townies have reduced lynch thresholds but no scum do, people will use pseudovotes, then all pile on at once when there's a majority. (And voting for anyone before that would be treated as a quickhammer attempt and have everyone pile onto you in an attempt to lynch you first.) That makes the lynch threshold thing irrelevant most days, and dependent on who's online when at lylo.


That's partly why I was thinking of making the scum being able to reduce their thresholds as well. But I can see your point
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Post Post #5568 (isolation #2) » Sun Mar 03, 2013 2:36 pm

Post by JacobSavage »

In post 5567, LlamaFluff wrote:
In post 5566, JacobSavage wrote:That's partly why I was thinking of making the scum being able to reduce their thresholds as well. But I can see your point


Maybe you can upgrade the old broken Fight or Flight to something where all players have unlimited commute/vig shots.


If you made the actions for town non-consecutive (but allowed for scum to use consecutive actions)
And upped town to maybe 6/7? I feel that might work.

It gets rid of the problem of people constantly commuting.

With scum being able to commute they have to be careful if they get shot two nights in a row then they will be caught.
EDIT: How about if a majority of people use one action then it fails.
Last edited by JacobSavage on Mon Mar 04, 2013 6:24 am, edited 1 time in total.
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Post Post #5590 (isolation #3) » Fri Mar 08, 2013 5:27 am

Post by JacobSavage »

Don't tell them what they get and make one of the pools (the Vig one) Vanilla.
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Post Post #5591 (isolation #4) » Fri Mar 08, 2013 5:29 am

Post by JacobSavage »

Even better make it a day role block so they can stop a conversion.
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Post Post #5597 (isolation #5) » Fri Mar 08, 2013 3:40 pm

Post by JacobSavage »

I think as opens they might be less cult sided when they're open.

Also maybe a protective role could work or a Vig. Two anti town factions is a little bad.
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Post Post #5607 (isolation #6) » Wed Mar 20, 2013 12:55 am

Post by JacobSavage »

Urgggggggg....


But seriously I think making it 1 shot rather than N1 would certainly add a new dimension to the game ...
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Post Post #5610 (isolation #7) » Wed Mar 20, 2013 3:33 am

Post by JacobSavage »

In post 5608, borkjerfkin wrote:There's no reason for them not to use it N1 -- all the potential anti-mafia stuff happens N1 (wolves could cross kill mafia, cop investigates Mafia) and since Mafia is underpowered compared to Wolves you'd definitely want to allow them to use it N1.

Using it N2 doesn't really help Mafia. They could save it till N3 though.


Thats kind of what I was thinking about, by saving it to the endgame it could be very damaging however by doing so they run the risk of getting investigated.

Give just the mafia day talk as well prephaps?
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Post Post #5614 (isolation #8) » Wed Mar 20, 2013 10:36 pm

Post by JacobSavage »

What about giving town a compulsive CPR Doc....
(That doesn't work on mafia)
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Post Post #5617 (isolation #9) » Thu Mar 21, 2013 2:50 am

Post by JacobSavage »

Maybe a Seer head start?
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Post Post #5621 (isolation #10) » Thu Mar 21, 2013 8:18 pm

Post by JacobSavage »

I've just thought, what would your thoughts be on having some sort of cross communication between the two factions.

Basically lets say a Seer gets outed D2, the Werewolves can then try and persuade the mafia to take them out for a promise of a kill later.
Or would this over power it completely?
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Post Post #5633 (isolation #11) » Thu Mar 28, 2013 10:38 am

Post by JacobSavage »

Angels can be congeryed.....

Also I think this is too bastard to be really run as an Open.

You've got a mafia cult and a cult and VTs who win how?
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Post Post #5638 (isolation #12) » Thu Mar 28, 2013 12:23 pm

Post by JacobSavage »

But what is the Town win condition, when all the angels and demons are dead?

Currently it appears that they are punished if they lynch all the angels
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Post Post #5649 (isolation #13) » Fri Mar 29, 2013 8:17 am

Post by JacobSavage »

I like it ^
The only issue would be alt slips in the QT...
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Post Post #5701 (isolation #14) » Wed Apr 03, 2013 2:25 am

Post by JacobSavage »

Everyone needs
good
Neighbours

9 Town Neighbours
3 Scum Neighbours
Night Start.


Split {T,T,T} {T,T,T} {T,T,M} {T,M,M}
Scum have day talk.
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Post Post #5706 (isolation #15) » Wed Apr 03, 2013 7:48 am

Post by JacobSavage »

In post 5702, quadz08 wrote:Distribute Neighbors randomly, but guarantee that all 3 mafia cannot be in the same neighborhood.


Make's sense, however would that still be classed as open?
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Post Post #5708 (isolation #16) » Wed Apr 03, 2013 7:59 am

Post by JacobSavage »

Once it gets approvals/ someone decides to mod it...

In terms on numbers is that about right? If it was randomly generated should that be balanced, its effectivly a 9:3 mountainous, should I add in something

(e.g. C9++ neighbours for example?)
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Post Post #5710 (isolation #17) » Wed Apr 03, 2013 10:55 am

Post by JacobSavage »

Which is why I'm think it might be worth adding it as a modification to another open set up.
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Post Post #5712 (isolation #18) » Wed Apr 03, 2013 11:34 am

Post by JacobSavage »

I'm thinking of something along the lines of:
Town Encyrptor (gives day talk to Neighbourhood, also effectively an innocent child)
Bodyguard
Roleblocker
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Post Post #5714 (isolation #19) » Wed Apr 03, 2013 12:02 pm

Post by JacobSavage »

Hmm I want to give a protective role but I think Doctor + innocent child is jus over powered.

Perhaps Jailkeeper and Voyeur instead?
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Post Post #5723 (isolation #20) » Wed Apr 03, 2013 10:22 pm

Post by JacobSavage »

@Ineffective: Culty Goodness?
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Post Post #5729 (isolation #21) » Thu Apr 04, 2013 1:53 am

Post by JacobSavage »

Everyone needs
good
Neighbours v2

  • 5 Vanilla Townies
  • Town Encyrptor
  • Cop (
    Mafia
    or
    Not Mafia
    )
  • Bodyguard
  • Even Night Vigilante
  • 2 Mafia Goons
  • Mafia Jailkeeper
  • Odd Night Serial Killer

Night Start


4 neighborhoods of 3, randomly distributed.
Scum have day talk.
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Post Post #5731 (isolation #22) » Thu Apr 04, 2013 9:36 am

Post by JacobSavage »

In this set up it grants its neighbourhood DayTalk
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Post Post #5735 (isolation #23) » Thu Apr 04, 2013 12:22 pm

Post by JacobSavage »

It gives their neighbourhood day talk.

I.e. whilst they're alive the neighborhood that they are part of gets Daytalk, scum have it automatically.
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Post Post #5739 (isolation #24) » Thu Apr 04, 2013 11:21 pm

Post by JacobSavage »

That's one of the things that annoyed me on EM the number of setups that where pretty much broken with their optimal strategies that you got shouted at for not following entirely. ..

Also if a loudmouth gets NKd does it reveal who targeted it that night ?
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Post Post #5749 (isolation #25) » Mon Apr 08, 2013 4:39 am

Post by JacobSavage »

How do you go about determining if a set up is balanced just out of curiosity?
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Post Post #5751 (isolation #26) » Mon Apr 08, 2013 6:55 am

Post by JacobSavage »

Nameless

  • 2 Mafia Goons
  • 1 Cop
  • 1 Jailkeeper
  • 5 Vanilla Townies


Has this been suggested before (I couldn't find it on the wiki) and is it balanced?
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Post Post #5753 (isolation #27) » Mon Apr 08, 2013 7:47 am

Post by JacobSavage »

How much do you think the Role Cop affects balanced if the whole set up is known before hand.
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Post Post #5765 (isolation #28) » Tue Apr 09, 2013 7:36 am

Post by JacobSavage »

In post 5764, Oversoul wrote:Hoopla!
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Post Post #5778 (isolation #29) » Sat Apr 13, 2013 6:19 am

Post by JacobSavage »

I like it.

How would this work? Would you send out the scum PM's and give them 48 hours to decide what to do?
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Post Post #5805 (isolation #30) » Thu Apr 25, 2013 7:10 pm

Post by JacobSavage »

I'm Dyslexic, I can do creative spellings. Does that count?

How about Power Gambit?
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Post Post #5809 (isolation #31) » Fri Apr 26, 2013 11:00 am

Post by JacobSavage »

I'll
2nd Stack the Desk
as it seems teh most appropriate
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Post Post #5865 (isolation #32) » Sun May 05, 2013 12:57 pm

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Then you call it awesome and move on :P

@Siv: You have the discards.

Also this really shouldn't go as approved as it generally quite swingy and unbalanced.
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Post Post #5896 (isolation #33) » Wed May 22, 2013 1:19 am

Post by JacobSavage »

I've noticed that we haven't "nominated" any set-ups in a while....
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Post Post #5898 (isolation #34) » Wed May 22, 2013 2:08 am

Post by JacobSavage »

Nominate Two Chances


Even though it starts in LYLO it could be quite fun.
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Post Post #5900 (isolation #35) » Wed May 22, 2013 3:37 am

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Didn't consider that...
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Post Post #5945 (isolation #36) » Thu Jun 20, 2013 3:07 pm

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Miller can be confirmed by both Cop and Seer investigating him (both should be guility?)

And then its what 8 against 6....
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Post Post #5993 (isolation #37) » Fri Jun 28, 2013 12:16 am

Post by JacobSavage »

A killing role who was targeted by another killing role will not have a successful kill and will die instead. (i.e. if player A targets player B, player B targets player C and player C targets player D, only player B will die)


Surely Player D will die as well? Or does it not have to be successful?
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Post Post #6020 (isolation #38) » Thu Jul 04, 2013 10:49 am

Post by JacobSavage »

So basically it forces the

I quite like:


Friends, Enemies and a Telephone Mast


3 Masons
1 Encyrptor (Gives both Mafia and Masons day talk)
6 Vanilla Townis

3 Goons

(Yes I know its just F and E with an Encyptor but sshs...)

EDIT: But I also really like LF's F and E. I'd play that.
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Post Post #6022 (isolation #39) » Thu Jul 04, 2013 11:20 am

Post by JacobSavage »

Although its a named townie it can actually hamper the town somewhat:

For example if all the masons par one of the masons are dead do you lynch the Encryptor to deprive the mafia of an advantage for the exchange of a mislynch.
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Post Post #6024 (isolation #40) » Thu Jul 04, 2013 12:41 pm

Post by JacobSavage »

But they'd also give a HUGE advantage to the scums...

E: Although by the time that happens the town is pretty screwed anway...
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Post Post #6030 (isolation #41) » Fri Jul 05, 2013 10:33 pm

Post by JacobSavage »

v1 is definitly better.
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Post Post #6387 (isolation #42) » Sat Sep 21, 2013 12:32 pm

Post by JacobSavage »

I really like it, how about having:

Over-Concentred

13 players, 3 scum at the start of the game players must select from this list of roles, scum can talk at this time.
RoleNegative
CopMiller
DoctorMacho
TrackerNinja
JailkeeperAndy Dufresne
StrongmanCommuter
VanillaVanilla


For every PR chosen, the number of negative role modifers is equal to number of people that chose that role +/- 1.
These are distiputed amongst the players randomly?
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Post Post #6407 (isolation #43) » Tue Oct 22, 2013 9:34 am

Post by JacobSavage »

Isn't that just slightly more crazy dethy...

surely Cop's just investigate the same person twice and if they get the same result they are "probably" sane.
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Post Post #6602 (isolation #44) » Tue Dec 17, 2013 3:31 pm

Post by JacobSavage »

Cloaked Necromancy


Mafia Doctor
Mafia Goon

Town Doctor
Town Watcher
Town Necromancer
5 Insomniacs


No Reveal. Town only told if the are a Tracker or not Tracker, Mafia given full Role. Mafia has a night kill. Each Night Necromancer chosen at random from Insomniacs. Each Night everyone must submit an action (else it is randomised). If they are the Necromancer that person is revived, if are the Doctor then they protect them, if they are an Insomniacsvisit that person but leave no trace.

Tracker see's all visits. Mafia Doctor may not action and kill on same night.

Thoughts?
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Post Post #6622 (isolation #45) » Fri Dec 20, 2013 12:09 am

Post by JacobSavage »

In post 6603, Espeonage wrote:Make necro even night so the game won't go forever.
point
In post 6604, Leafsnail wrote:Do you mean tracker or watcher? Watcher seems like it could blow the game wide open by forcing everyone to target the same dude.
Thats actually a valid point. Change that to a tracker.
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Post Post #6667 (isolation #46) » Mon Dec 30, 2013 7:55 am

Post by JacobSavage »

That sounds too much like a cult to me...
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