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Post #4671 (isolation #2) » Sun May 20, 2012 3:20 pm
Postby quadz08 »
I don't think it's fundamentally flawed. I actually like the gambler role as a concept, but it probably needs some refinement.
And the night-lynch is an odd extra concept that you seem to have just thrown in with no thoughts on its effect on gameplay. Keep in mind that a night lynch (which I assume means votes are anonymous) means that scum will vote in a block, which gives them basically an extra nightkill as you get close to MYLO/LYLO territory. Again, not an inherently flawed concept, but it needs work, and maybe they don't belong in the same game right as they're being introduced.
In post 4671, quadz08 wrote:I don't think it's fundamentally flawed. I actually like the gambler role as a concept, but it probably needs some refinement.
And the night-lynch is an odd extra concept that you seem to have just thrown in with no thoughts on its effect on gameplay. Keep in mind that a night lynch (which I assume means votes are anonymous) means that scum will vote in a block, which gives them basically an extra nightkill as you get close to MYLO/LYLO territory. Again, not an inherently flawed concept, but it needs work, and maybe they don't belong in the same game right as they're being introduced.
Well what positives are there for the gambler? I'd like your answer.
I think it's inherently a role that weakens the lynch as a town weapon. This is not inherently a bad thing, in and of itself. It just needs to be placed in a setup that's balanced with that in mind (i.e., not this one).
It's an interesting role, that puts a neat twist on the game.
For a no-flip game, I suggest that you make it 11:2. No reveal is hilariously scumsided, IMO.
For possible roles:
1 town living rolecop
1 town dead alignment and role cop
1 town (x-shot?) vig
1 town gunsmith
1 town bodyguard
6 VTs
1 scum dead rolecop
1 scum living rolecop
In other news, Hoopla's game is freaking awesome. Just saying.
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Post #4818 (isolation #7) » Thu Jun 07, 2012 9:34 am
Postby quadz08 »
In post 4814, Alchemist wrote:Is it just me or are White Flag games like way scumsided? 5:3 seems too stronk, all things considered. What do you guys think of Less Pressure (2innochil,3maf,3vanilla) for Vent?
Where are you finding a 5:3 white flag? Cause yeah that's hilariously scumsided.
Those both have hilariously townsided mechanics and/or roles to balance it though.
That guarantees only two scum left after D1. This makes it 4:2, with no NKs, and possibly in White Flag setup if town gets lucky D1.
Less Pressure give town two innocent children and no scum nightkills. That's hilariously powerful, as it narrows down your lynch pool by two right from the beginning, as well as guaranteeing the good intent of those two players. I'd venture to say that it might even be townsided, depending on the players who get the innocent child roles.
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Post #4962 (isolation #17) » Wed Jul 11, 2012 7:57 am
Postby quadz08 »
The mechanic is really cool, but yeah, far too much scum in it. Assuming lynch is picked every day, you then have a single town-controlled PR each night, vs. mafia vs. SK. Preeeeeetty weighted towards the mafia.
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Post #4964 (isolation #18) » Wed Jul 11, 2012 8:29 am
Postby quadz08 »
Using the same mechanic, I'd say definitely no SK (at least for the first few runs; a variation with 3rd party could work, probably, but not until it's more familiar how the balance of voting on PRs works out).
Perhaps 1 vCop, 1 vDoc, 1 vVig, 1 x-shot AnyGovernor, 6 VTs vs 1 GF + 2 goons. Perhaps you could make the Governor ability kick in D2, with votes for the person who wields the Governor ability made during the prior night phase?
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Post #4965 (isolation #19) » Wed Jul 11, 2012 8:31 am
Postby quadz08 »
However, this setup does lend itself to breaking strategy. Cop outs himself D1, town votes Cop+Doc every day. Doc protects the Cop every night, while the Cop collects investigations until the scum can find and kill the Doc. Then town votes for Lynches and Vigs til scum is dead.
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Post #4968 (isolation #20) » Wed Jul 11, 2012 8:46 am
Postby quadz08 »
I'd say private votecount, but who receives the governor ability is made public. (At least, that was my original thought.)
Not sure how the math works out, but it's a possible 5 days/nights of nothing but Cop+Doc interaction. Not sure if it's actually worth the time, but it's possible. *shrug*
In post 5074, LlamaFluff wrote:With the amount of wierdness in opens recently... maybe making Elmo's old Popcorn Mafia an open might be something to look at. For those who havent been around long enough to remember it was
8x Vanilla
4x Goon
Nightless, No Lynching
Pregame scum votes to give townie a gun. They have X time to shoot. If shooter hits scum they shoot again. If shooter hits townie, the townie becomes new shooter. Timeout results in suicide and scum vote on new gunholder.
Basically classic nightless with a twist, but with site meta so different from original run im not sure how most would deal with just sitting around.
Uh-- there seems like no penalty to everybody just shooting the next person on the list.
A,
B, C, D,
E, F.
A shoots B. B is the new shooter. B shoots C. C now has the gun. C immediately shoots D. Now D gets a shot. D turns around and shoots E. Hey, E was mafia! D gets another chance, so shoots F.
Do town ever die from being shot, or do they just "become the new shooter"?
Yeah, I was going to say, it seems impossible for Town to lose. >_>
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Post #5385 (isolation #29) » Fri Nov 09, 2012 8:35 am
Postby quadz08 »
Fruit Vendor always targets someone he thinks is scummy; mafia gets stuck being unable to NK the good players (and probably unable to NK anyone, in practice). You'd have to balance it pretty hard in favor of mafia.
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Post #5532 (isolation #31) » Sun Feb 17, 2013 1:08 pm
Postby quadz08 »
In post 5531, Loranthaceae wrote:I'd prefer keeping anonymity enforced without interference in the mechanics, to see how the 'addon' effects balance by statistically comparing faction win/loose rate to that of the vanilla setup - assuming it becomes popular.
Anonymity is almost literally impossible. See Author Mafia for an example; everyone was forced into an alt where they were intended to post as someone in a completely different style from their typical posting, and several players still managed to work out who was who.
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Post #5575 (isolation #35) » Wed Mar 06, 2013 5:55 am
Postby quadz08 »
You could maybe give them 1 janitor shot that isn't spent if they're jailkept? I can see what you're saying, but you have to take into account that the JK being accurate is relatively unlikely, and again, 2/3 NKs being unflipped is pretty rough on town.
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Post #5587 (isolation #36) » Fri Mar 08, 2013 4:54 am
Postby quadz08 »
Public cop is obscenely strong, especially if you can have 5 of them. I'd suggest weaker PRs if you're doing multiples. Tracker, Vig, Gunsmith (gets positive on Vigs), perhaps?
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Post #5647 (isolation #41) » Fri Mar 29, 2013 3:06 am
Postby quadz08 »
In post 5629, Grimgroove wrote:I don't know if this is the place to do it, but I have an idea for a set-up that could be fun. No idea if it's been done before either.
Paranoid Psychopaths
9 players
3 Individual Serial Killers, who every night get the choice between: Hiding (rendering them unkillable) or Killing
6 1-shot Hiders, who can during one night of their choosing hide themselves away from danger.
SK wins when he's the sole survivor.
Hiders win when SK's are dead.
Could this work?
I want to bring this back to the fore since it's a setup that's at least reasonable. Thought from people better at this than me? (Hider really means commuter.)
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Post #5703 (isolation #44) » Wed Apr 03, 2013 7:15 am
Postby quadz08 »
In post 5697, TehBrawlGuy wrote:I'm toying with an idea, but I'd like feedback on it before I move forward to balancing it. Essentially, while I like multiball, it's far too swingy. This is my aim at creating something that feels a little like multiball, without being as crazy due to crosskills.
2 scumteams of 2, both teams win/lose together. Both have a factional kill. The twist? Both also have a factional cop, and may also choose each night to not kill in return for being able to cop twice. The factional kills will kill a mafia member.
As far as other roles, I definitely want to see a Town Tailor. Maybe Town faction-specific cops as well, although I love the idea of Town Tailor + Scum copping and not much else.
I'm not sure the cop would really get used, or what a reason to use it would be.
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Post #5905 (isolation #50) » Thu May 23, 2013 2:09 am
Postby quadz08 »
I like the idea of delayed actions, but I don't think a mountainous setup is the place for it. Mountainous is frustrating enough without adding additional consternation for both sides.
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Post #5909 (isolation #51) » Thu May 23, 2013 4:11 am
Postby quadz08 »
There's also Timeshift Mafia. I actually designed this setup as part of a mish-mash game, and d3f3nd3r liked it enough to run it. All abilities were delayed, but the SK had a 1-shot timeshift that forced all abilities to resolve "correctly" (on the night they were used), a regular kill, and a 1-shot timeshifted kill (where only that kill resolved the night it was used).
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Post #6013 (isolation #53) » Thu Jul 04, 2013 4:28 am
Postby quadz08 »
In post 6010, DoctorPepper wrote:Well I have seen games like Cheery's Vengeball with 4 scum and 5 town.
I guess you can count them as killing roles.
The sequence goes like this. C targets D, B targets C, and A targets B. C is blocked because he is targetted. B is blocked because he is targetted. Only B dies.
Yes, SK and Scum are killing roles
That only works because of the special vengeful rules (no NK, instaloss upon GF lynch)