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This forum is for discussion of individual Open Setups, including theoretical balance.
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JacobSavage
JacobSavage
Mafia Scum
JacobSavage
Mafia Scum
Mafia Scum
Posts: 3163
Joined: February 5, 2010
Location: England
Post
Post #5563 (isolation #0) » Sat Mar 02, 2013 3:17 am
Postby 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.
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
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 #5610 (isolation #7) » Wed Mar 20, 2013 3:33 am
Postby 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.
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Post #5621 (isolation #10) » Thu Mar 21, 2013 8:18 pm
Postby 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 #5708 (isolation #16) » Wed Apr 03, 2013 7:59 am
Postby 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
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Post #5712 (isolation #18) » Wed Apr 03, 2013 11:34 am
Postby 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 #5739 (isolation #24) » Thu Apr 04, 2013 11:21 pm
Postby 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 #5993 (isolation #37) » Fri Jun 28, 2013 12:16 am
Postby 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 #6022 (isolation #39) » Thu Jul 04, 2013 11:20 am
Postby 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 #6387 (isolation #42) » Sat Sep 21, 2013 12:32 pm
Postby 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.
Role
Negative
Cop
Miller
Doctor
Macho
Tracker
Ninja
Jailkeeper
Andy Dufresne
Strongman
Commuter
Vanilla
Vanilla
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 #6602 (isolation #44) » Tue Dec 17, 2013 3:31 pm
Postby JacobSavage »
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.
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.