[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #1877 (isolation #0) » Fri Oct 01, 2010 7:36 pm

Post by Antihero »

@Enigma: Do each of the mafia traitors get an NK?

To Bus or Not to Bus


3 Mafia Goons
1 Mafia Survivor
1 Town Tracker
1 Town Jailkeeper
1 Town Vigilante
5 Vanilla Townies


The goons are only told who their 3 partners are (i.e. they don't know who the survivor is).
If the Mafia outnumbers the town and the Mafia survivor is still alive, the goons lose and the survivor wins alone.
Mafia can't NK a mafia member.
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Post Post #1880 (isolation #1) » Sat Oct 02, 2010 8:05 am

Post by Antihero »

drmyshottyizsik wrote:@anti- one mis lynch and the game could be over if the vig mis kills
:?:

Assuming the mafia kill goes through+misvig+mislynch, that's 9 alive w/ 4 mafia. LYLO, but not loss (in this case, I doubt the town loses since the mafia are likely to bus someone).
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Post Post #1882 (isolation #2) » Sat Oct 02, 2010 8:24 am

Post by Antihero »

Town better hope they get a good (or conservative) vig, then.
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Post Post #1884 (isolation #3) » Sat Oct 02, 2010 8:32 am

Post by Antihero »

drmyshottyizsik wrote:it's a jank set up
I'm not familiar with this phrase.
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Post Post #1887 (isolation #4) » Sat Oct 02, 2010 8:51 am

Post by Antihero »

bv310 wrote:Cutting the scum team down to 3 players
Do you think this gives the mafia enough misbusses?
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Post Post #1889 (isolation #5) » Sat Oct 02, 2010 9:00 am

Post by Antihero »

drmyshottyizsik wrote:well i would keep it at four, but cap the vig, and add a vt and a town pgo
I'm hesitant to cap the vig because I think any vig will at least half a brain will do it himself (especially around LYLO).

I think you're right in that I should add more town though.

How about this

To Bus or Not to Bus


3 Mafia Goons
1 Mafia Survivor
1 Town Tracker
1 Town Jailkeeper
1 Town Vigilante
1 Town Paranoid Gun Owner
8 Townies


If the mafia outnumbers town and the survivor is still alive, the goons lose and the survivor wins alone.
Mafia is not allowed to NK one of their own members. Mafia also must NK every night.
Vigilante is not compulsive.
Town must lynch every day.
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Post Post #1891 (isolation #6) » Sat Oct 02, 2010 9:04 am

Post by Antihero »

Actually, I don't care for the role of PGO. What should I put in instead...
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Post Post #1893 (isolation #7) » Sat Oct 02, 2010 9:15 am

Post by Antihero »

Sorry, shotty, I still hate the role of PGO.

How about just making that a bulletproof townie?
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Post Post #1895 (isolation #8) » Sat Oct 02, 2010 10:52 am

Post by Antihero »

Oh, ok. I don't care for the role of one-shot vig, either. I prefer regular ones. But I like your odd/even night idea.

How about this?

To Bus or Not to Bus


3 Mafia Goons
1 Mafia Survivor
1 Town Tracker
1 Town Jailkeeper
1 Town Odd Night Vigilante
1 Town Even Night Vigilante
8 Townies

  • If the mafia outnumbers town and the survivor is still alive, the goons lose (i.e. - the survivor wins alone)
  • The mafia can't NK one of its own members.
  • Mafia have to kill every night.
I don't know, is this a stupid idea? I thought it would be interesting to have kind of a game-within-a-game (the mafia has to determine who to bus), but please tell me if no one would actually want to play this game.
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Post Post #1899 (isolation #9) » Sun Oct 03, 2010 6:49 am

Post by Antihero »

Powerrox93 wrote:What is a Mafia Survivor? Is it a survivor that appears to be a goon for the goons?
Exactly (but since this is an open set-up, the goons know one of them must be the survivor)
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Post Post #1905 (isolation #10) » Sun Oct 03, 2010 3:20 pm

Post by Antihero »

Herodotus wrote:
Antihero wrote:[*]Mafia have to kill every night.
This is going to create some conflict. Not all of the mafia have the same motivations, but you need them to agree on a kill. Why is their kill mandatory?

Suppose there are two mafia members left, and one is the survivor. Each will insist that the other perform the kill because of the tracker or PGO, and they will probably prefer different targets. Because there are two of them, they can't vote to decide. Would you threaten them with an automatic loss if they don't agree?

EDIT: Also, if the mafia survivor is about to be lynched, they should have some in-game incentive not to reveal* who their remaining partners are. An alternate win condition, maybe.

* And I don't mean just claiming their role and naming buddies. The survivor simply has no incentive not to drop a strong hint if they're already being bussed, like "my scumlist is [buddy1], [buddy2], [buddy3]." Doing this may even intimidate their partners out of bussing them, so there is a potential incentive for them to do that.
Ouch, good point.
hmmm....
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Post Post #1913 (isolation #11) » Mon Oct 04, 2010 6:41 am

Post by Antihero »

bv310 wrote:It wouldn't work, since the town could just claim who they AREN'T or ask everyone in the QT to post a certain phrase or vote for the person directly below them on the list, or say a certain phrase in their opening post, or all vote for the mod, or post a certain number (like the difference between your position and spot 12). Yeah, broken.
Yeah, I see what you're saying, but shotty's idea is intriguing.

How about making some scum neighbors?

3 Town Blind Neighbors
4 Townies
1 Cop

2 Mafia Blind Neighbors
1 Mafia Roleblocker


EDIT: Hmmm... then there's not that much point to the neighborhood, is there?

How about giving the neighbors an ability, like a vig kill?

2 Town Blind Neighbors
6 Townies
1 Cop

1 Mafia Blind Neighbor
1 Mafia Goon
1 Mafia Godfather (shows up innocent to cop, not NK immune)

Blind Neighbors have a collective vig kill (not compulsive). If either of the town neighbors die, the ability is lost.
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Post Post #1940 (isolation #12) » Sat Oct 09, 2010 4:11 am

Post by Antihero »

I would ditch the sydney carton role. I would also add a vigilante and a some kind of protective role (roleblocker or doc).

EDIT: I disagree with gandalf. Unless there's only 1 scum left, a tracker is WAY harder than a cop (because in order to get a good result, the tracker has to guess not only who's scum, but which scum is doing the kill).
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Post Post #1996 (isolation #13) » Wed Oct 27, 2010 1:35 pm

Post by Antihero »

Neutral survivors suck.
mallowgeno wrote:
Feeling Lucky Open


Mafia:
2 Goons

3rd Party:
1 Converter (N1 must decide if they want to be sided with the town or the mafia. If he chooses to side with the mafia, he becomes a Stalker. If he decides to go town, he becomes a Doctor.)
1 Convertee (If the converter chose to become a stalker, the convertee becomes a town deputy (He will become a cop if the town cop dies). If the converter decided to become a doctor, then the convertee becomes a lawyer. If the converter dies D1, the convertee becomes a
neutral survivor
serial killer)

Town:
1 Sane Cop
7 Vanilla Townies

Godfather removed


Lawyer is able to make one of his mafia buddies appear innocent.
How about this?
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Post Post #1998 (isolation #14) » Wed Oct 27, 2010 1:51 pm

Post by Antihero »

Also, should the choice for mallow's game come on night 0?
drmyshottyizsik wrote:Really bored but here's my new idea


Every Man has a secret mafia

town10 Men with secrets

mafiaTwo Mafia black mailers- At night they get to choose one person to black mail, thus turning the person they black mailed into mafia with them.
If the mafia party how three people and it is night, then after the after the mafia chooses who to blackmail, they then also choose which of their members to kill(cannot being the same as th person black mailed)
Mafia have to kill one of their own? :?
I would hate to be mafia.

I also don't care for games where alignment changes in the middle of a game.
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Post Post #2013 (isolation #15) » Thu Oct 28, 2010 12:50 pm

Post by Antihero »

Herodotus wrote:
Cooperation


1 Mafia goon
1 Mafia seer

1 Werewolf goon
1 Werewolf cop

2 Town bulletproof
2 Town scratchproof
8 vanilla townies

Mafia and Werewolves win together if they can eliminate the town.
I really like the scum investigative roles; not so much the last sentence, though.
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Post Post #2033 (isolation #16) » Sat Nov 06, 2010 2:47 pm

Post by Antihero »

What's a cream puff?
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Post Post #2040 (isolation #17) » Sun Nov 07, 2010 10:46 am

Post by Antihero »

drmyshottyizsik wrote:
drmyshottyizsik wrote:Ok here it goes! BEST IDEA EVER!!!!
I couldn't Come up with a name Mafia

This is a 12 player game
town1 Super Cream Puff/JOAT(No Kill)
1 Doctor/Cop/Vig/First Mason
1 Nurse/Deputy/Back up vig/Second Mason
1 Hider
5 Vt's


mafia1 BP Godfather
1 Role blocker
1 Bus Driver


Ok so if the Cream Puff is selected then the Vig will not be in the game, so there will only be 2 NK's

THOUGHTS!?
Ditch the hider and mafia bus driver. Also forget making the GF bulletproof.
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Post Post #2200 (isolation #18) » Mon Jan 24, 2011 9:33 am

Post by Antihero »

Vengeful mafia is a broken role. I don't see why you should punish town for lynching scum.
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Post Post #2201 (isolation #19) » Mon Jan 24, 2011 9:38 am

Post by Antihero »

How about this emp?

Empking's Smith


2 Mafia

2 Maniacs (mafia that kill w/ knives)

1 Bodyguard (protects from Maniacs) OR Bladesmith (detects Maniacs and bodyguard)
1 Doc (protects from Mafia) OR Gunsmith (detects mafia and cop)
3 Townies
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Post Post #2203 (isolation #20) » Mon Jan 24, 2011 4:49 pm

Post by Antihero »

My definition of a broken role is a role that makes the game less fair or enjoyable.

I like the idea of an open game with a bunch of smiths, but it seems like mafia would be at a disadvantage if 2 gunsmiths were chosen.
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Post Post #2205 (isolation #21) » Tue Jan 25, 2011 5:57 am

Post by Antihero »

Oh, I see. Gunsmiths get positives on other gunsmiths.
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Post Post #2273 (isolation #22) » Thu Feb 03, 2011 5:46 pm

Post by Antihero »

drmyshottyizsik wrote:Well this one was inspired by mayo clinic
Do you think mayo clinic has some kind of design flaw in it that needs to be fixed?
Empking wrote:
Empking's Jester


2 Mafia

1 Jester

1 Vig
1 Doc
3 Townies
Jesters = ultimate suckage
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Post Post #2500 (isolation #23) » Sat Mar 05, 2011 12:15 pm

Post by Antihero »

New Rule: People, don't put your name on a setup. It's sickening.
Tragedy wrote:
Massive Poisoning



2 Poisoners
1 Roleblocker
1 Miller


1 Cop
1 Poison Doctor
1 Roleblocker
1 Miller
1 Universal Backup
6 Townies


Notes

Mafia Miller investigates innocent.
Town Miller investigates guilty.
Both poisoners can poison within the night.
Universal Backup will be told that they're townie. They only replace Cop, Poison Doctor or Roleblocker.
Poison Doctors cures people from Poison.
Poison automatically kills its target the next day.
Mafias talk during the Night.
Cops are Sane. Either get 'Innocent' or 'Guilty' Verdict.
Mafia Miller --> Mafia Godfather
Also mafia is overpowered, but I really like your idea of a poisoner game.
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Post Post #2503 (isolation #24) » Sat Mar 05, 2011 12:31 pm

Post by Antihero »

Town miller is also a crappy role. How about this?

1 Mafia Poisoner
1 Mafia Roleblocker
1 Mafia Goon

1 Tracker
1 Poison Doctor
1 Town Poisoner
1 Universal Backup
6 Townies
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Post Post #2505 (isolation #25) » Sat Mar 05, 2011 1:33 pm

Post by Antihero »

Of course it's going to be swingy, it's a game based on a killing role. :lol:

How about making it a large to account for that?

1 Mafia Poisoner
1 Mafia Backup Poisoner
1 Mafia Roleblocker
1 Mafia Godfather

1 Day Poisoning Serial Killer (no nightkill, poison resolves at the end of the night proceeding the day when the kill was submitted, immune to 1 attempt on his life per night)

1 Town Poisoner
1 Doctor (cures poisoned people)
1 Surgeon (prevents NKs, not poison)
1 Tracker
1 Watcher
1 Universal Backup
10 Townies
Last edited by Antihero on Sat Mar 05, 2011 1:42 pm, edited 1 time in total.
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Post Post #2508 (isolation #26) » Sat Mar 05, 2011 1:49 pm

Post by Antihero »

Yes
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Post Post #2510 (isolation #27) » Sat Mar 05, 2011 2:37 pm

Post by Antihero »

Replace that Faith Poison Healer with a Town Poisoner (I love town killing roles, so no, I won't stop harking on that), and I'd /in for that setup.

Also, allow the doc to cure both poisoned people and... NK victims?

I still like my Surgeon/Doctor combo better.
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Post Post #2512 (isolation #28) » Sat Mar 05, 2011 2:45 pm

Post by Antihero »

I was under the impression that the mafia had an NK.

Do they? If not, I think the Mafia GF needs to be changed.
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Post Post #2515 (isolation #29) » Sat Mar 05, 2011 2:52 pm

Post by Antihero »

No, I just put godfather in there for fun (there's no cop, so for all intents and purposes he's a goon).

If the Mafia has no NK, I think I'd give scum a role cop.
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Post Post #2517 (isolation #30) » Sat Mar 05, 2011 2:58 pm

Post by Antihero »

Actually, I think I like that better anyway.


Massive Poisoning


1 Mafia Poisoner
1 Mafia Back-Up Poisoner
1 Roleblocker
1 Role Cop


1 Day Poisoning Maniac (immune to 2 doses of poison)


1 Poison Doctor
1 Town Poisoner
1 Town Roleblocker
1 Tracker
1 Watcher
1 Universal Backup
11 Townies


Notes

Night Start
Universal Backup will be told that they're townie. They only replace Tracker, Watcher, Poison Doctor or Roleblocker.
Poison Doctors cures people from Poison.
Poison automatically kills its target the next night.
Mafias talk during the Night.
Watchers can tell who visited their target's house.
Trackers can see who their target targetted.
Maniac can poison one person during Day Phase, which kills the target during the next night phase.
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Post Post #2519 (isolation #31) » Sat Mar 05, 2011 3:03 pm

Post by Antihero »

Now we just need to find someone willing to mod it.
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Post Post #2527 (isolation #32) » Sun Mar 06, 2011 8:06 am

Post by Antihero »

Shotty, pink doesn't show up at all on sepia. I was about to ask you where the ice goons were...
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Post Post #2528 (isolation #33) » Sun Mar 06, 2011 8:07 am

Post by Antihero »

Where do you submit open ideas for review?
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Post Post #2531 (isolation #34) » Sun Mar 06, 2011 8:16 am

Post by Antihero »

Tragedy wrote:You can attempt to put a post in a Set-Up Review thread, then get someone to review the stuff, and so on and so forth.
Get yourself a back-up mod. xD
I'm already in the Large normal queue, and I don't want to mod two large normals at once. And I actually want to play the game.

I thought we had some system of approving open setups. Am I just imagining things?
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Post Post #2535 (isolation #35) » Sun Mar 06, 2011 8:34 am

Post by Antihero »

Massive Poisoning


1 Mafia Poisoner
1 Mafia Back-Up Poisoner
1 Roleblocker
1 Role Cop


1 Day Poisoning Maniac (immune to 2 doses of poison)


1 Poison Doctor
1 Town Poisoner
1 Town Roleblocker
1 Tracker
1 Watcher
1 Universal Backup
11 Townies


Notes

Night Start
Universal Backup will be told that they're townie. They only replace Tracker, Watcher, Poison Doctor or Roleblocker.
Poison Doctors cures people from Poison.
Poison automatically kills its target the next night.
Mafias talk during the Night
Mafia gets a Soloist kill (that is, if there's only 1 mafia member remaining, that member gains the power to nightkill)
Watchers can tell who visited their target's house.
Trackers can see who their target targetted.
Maniac can poison one person during Day Phase, which kills the target during the next night phase.
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Post Post #2545 (isolation #36) » Wed Mar 09, 2011 5:08 am

Post by Antihero »

theplague42 wrote:Would the maniac have to declare their kill? I assume it's an SK wincon.
They would do it by PM to the mod, not in thread.
The poison doctor only cures poison the night that the target would die? Or does it protect during the night of poisoning as well?
It protects during the night of poisoning as well.
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Post Post #2546 (isolation #37) » Wed Mar 09, 2011 5:09 am

Post by Antihero »

drmyshottyizsik wrote:thoughts?
Janitor = crappy role

Nay
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Post Post #2630 (isolation #38) » Sun Mar 13, 2011 7:21 pm

Post by Antihero »

gandalf5166 wrote:There's a setup LIKE that already called polygamist that has four pairs of lovers and one group of 4 mafia that are all lovers with each other. It's VERY hard for mafia. Doesn't mean I didn't win it though. :P

So the idea has been done, so you know.
No. Treacherous lovers are where the lovership (is that a word?) is half town, half scum. So, pretty much, it's like polygamist except for town don't know if their lover is also town at the beginning.

Tragedy, that's actually a pretty interesting variation on a kind of hackneyed mechanic.
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Post Post #2649 (isolation #39) » Wed Mar 16, 2011 11:47 am

Post by Antihero »

chkflip wrote:
CHK MAFIA


TOWN

1x Cop
1x Hated Miller (req's 1 less vote to lynch)
7x Vanilla

MAFIA

1x Godfather w/ inv-immunity
1x Goon

SCUM2

2x Werewolf
Why do the werewolves have an advantage?
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Post Post #2658 (isolation #40) » Thu Mar 17, 2011 10:48 am

Post by Antihero »

chkflip wrote:
CHK MAFIA
Edit 1

TOWN

1x Cop
1x Hated Miller (req's 1 less vote to lynch)
1x Vengeful Lover (If miller is lynched/NK'd, Townie is given one day/nightkill then suicides in the same phase)
8x Vanilla

MAFIA

1x Godfather w/ inv-immunity
1x Goon

SCUM2

1x Werewolf w/ 1-time BPV
1x Werewolf

DETAILS

- Miller and Vengeful Lover are sent Vanilla Townie Role PM's
First, let's come up with a new title.

Next, let's even the scumteams.

Friends, Enemies, and that other A-hole

TOWN

1x Cop (gets "guilty" on mafia and wolves and "innocent on town")
1x Hated Miller (req's 1 less vote to lynch)
2x Vengeful Lovers (If one lover is lynched/NK'd, Townie is given one day/nightkill then suicides in the same phase)
8x Vanilla

MAFIA

1x Godfather (1 shot bulletproof)
1x Goon

SCUM2

1x Alpha Werewolf (1-shot bulletproof)
1x Werewolf

How about this?
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Post Post #2755 (isolation #41) » Mon Mar 21, 2011 3:32 pm

Post by Antihero »

drmyshottyizsik wrote:
Who to Protect Mafia V2


1 Doctor/RoleCop(Uses Both abilities each night)
1 Iatrophobic Townie(If protected he kills the doctor)
2 Macho Townies
3 Vanilla Townies



1 RoleBlocker
1 Goon


The townies are not told what they are.
What are you going for here, shotty?

To me, I would hate to be a doc in this situation, because instead of playing an optimal doc game (protect the most townish), you have to guess which townie isn't going to kill you. Add on the fact that the townies don't actually know their roles and I don't care for this setup.
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Post Post #2762 (isolation #42) » Mon Mar 21, 2011 4:07 pm

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drmyshottyizsik wrote:He's a role cop...
OK, fine but my original question remains unanswered.

Usually when someone proposes an open game, they think "I'd really like to see [whatever] in a game". In Crazy's it's a simple dilemma: should the mafia kill the confirmed town at the risk of being outed by the watcher; and should the watcher spend his night action on the confirmed town knowing this? It's WIFOM: the watcher and mafia are outguessing each other. While there is that twist of WIFOM, though, optimal gameplay will still most likely be rewarded with victory.

Open games could also be centered around a particular role, like Tragedy's poisoner setup (what happened to that anyway?). Personally, I think Poisoner is a really cool and underused role, so that's what we were going for with that proposal.

When it comes to nightactions, this setup seems less of a mafia game and more of a guessing game. Optimal gameplay for the doc here would be to protect the most townish, which could end up being a macho townie (that means a dead townie) or the PGO-like role (which means death for the doc). Compounding to that, the fact that the townies don't know their roles means that the PGO-like role can't even modify his gameplay to be more protown or claim. So, playing the doc/cop role relies less on strategy, reads, and skill and a lot more on luck.

[more to come in next post]...
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Post Post #2763 (isolation #43) » Mon Mar 21, 2011 4:17 pm

Post by Antihero »

[continue]...

If you want to setup a minefield, you should make it fair and force the scum to navigate through it as well. I suggest maybe using bombs and weak roles.

Whatever is it though, I think there should be a purpose to all these open game proposals.
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Post Post #2788 (isolation #44) » Thu Mar 24, 2011 2:52 pm

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chesskid3 wrote:^ horrible
^constructive

To my understanding, the electrician is pretty much a jailkeeper. You also added more players. While there's nothing inherantly bad about that, sometimes less is more, which I think is the case here. EDIT: Since this game is probably going to have a bunch of mafia misfires, a larger version of this game will probably drag on too long. That's why fewer players is better here.
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Post Post #2789 (isolation #45) » Thu Mar 24, 2011 2:53 pm

Post by Antihero »

wierdalexv wrote:Hi all...I know I don't qualify to mod yet and my setup is unbalanced and sucks in the first place, but I decided to put this on anyways (Bvoigt did not approve). If you have any ideas or thoughts on improvements or anything, just send me a PM. Here it is, for Police Squad Mafia:

x1
One-Shot Publishing Cop
(or sane
Flavor Cop
?)
x1
Sane Cop

x1
Insane Cop

x1
Naive Cop

x1
Paranoid Cop

x2
Mafia Goon
(or x1
Goon
x1
Roleblocker
?)

Cops don't know what sanity they are, and they are not revealed on death. If I do decide on a Flavor Cop, they will learn the players sanity (maybe I should make it One-Shot). Any thoughts?
Also, this is very close to dethy. :lol:
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Post Post #3250 (isolation #46) » Sun May 08, 2011 8:01 am

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bvoigt wrote:Since we've moved from 12 to 13-player minis, would setups like C9++ benefit from an extra townie?

C9++ already is town biased. No
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Post Post #6328 (isolation #47) » Fri Aug 23, 2013 4:34 am

Post by Antihero »

@Salmonella:

I think having 4 votes is cumbersome, as having even number of votes tends to be (I'm assuming it takes 3 votes to lynch, right?). I say give the three "elected" people one vote each. The president already has the upper hand in the fact that he gets to choose who his cabinet members will be, I don't think he needs to be a double voter.

Other than that, I think it's pretty cool...
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Post Post #6367 (isolation #48) » Sat Aug 24, 2013 6:42 am

Post by Antihero »

So I just got finished running Scumhunter's Speed. Of the 6 times it was run, town only won 1 time.

Right now, this is the setup

3 Scum
5 Town

"Nightless", kind of
If there's a mislynch Day 1, scum kill one of their own. If town lynches correctly, scum get a standard NK night 1 and it becomes white flag.

I think the scum-sidedness of this setup comes from the even number of players on days 1 and 2. Because bussing is so harshly penalized in this setup, town pretty much have to have every townie on a scum wagon in order to lynch correctly.

My suggestion

3 Mafia
6 Townies

Standard nights and scum get a factional kill.
A Day 1 scum lynch will force scum to pick someone to be a bulletproof innocent child. This player must have been on the lynch wagon the previous day.
A Day 1 town lynch will force scum to kill one of their own for that night only.
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Post Post #6417 (isolation #49) » Sat Oct 26, 2013 3:54 am

Post by Antihero »

A few things:
1) Just to be clear, who has a kill and who doesn't?
2) The "SK" is actually a survivor. This is a universally hated role, and for good reason: it sucks.
3) You have an awful lot of roleblocking capabilities. You have a plan for how to resolve all those in the event of a roleblocking chain?
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Post Post #6421 (isolation #50) » Sat Oct 26, 2013 1:02 pm

Post by Antihero »

Oh, yeah, wake. For it to be an uninformed majority, it does have to, in fact, be a
majority
. This is less a game of mafia and more a game of dodge ball.

Not sure how to fix that besides tell you to pare down the factions... :p
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Post Post #6512 (isolation #51) » Tue Nov 12, 2013 7:15 am

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In post 6509, Cabd wrote:that sounds like scumhunters speed 8p
yeah, except scumhunters speed 8p is awful and horribly scum sided
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Post Post #6895 (isolation #52) » Sat Apr 12, 2014 5:21 pm

Post by Antihero »

In post 6889, BBmolla wrote:
In post 6886, LlamaFluff wrote:So I think it is time to pull Hard Boiled as an approved open setup.

In games where town has picked a tracker in the tracker/vig slot, they are now 5-0. In games where they picked vig, they are now 0-3. Looking at the setup with the tracker, its getting close to a broken stage for town with coordination and cooperation from town PRs. Past runs have shown this, with town being able to string together close to forced wins, especially with an early scum lynch.
What if we were to change it to a JOAT with 2-shot Track and 1-shot Vig? Or just to make it a limited shot Tracker?
The tracker's not the role that needs to be nerfed, it's the hider. The town performs better in tracker games because the vigs proved to be liabilities, not because the tracker is OPed.

Making the hider one-shot or turning it into a weak cop might balance it.
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