[phpBB Debug] PHP Warning: in file [ROOT]/ext/alfredoramos/seometadata/event/listener.php on line 114: Undefined array key 1444070 [phpBB Debug] PHP Warning: in file [ROOT]/ext/alfredoramos/seometadata/event/listener.php on line 114: Trying to access array offset on value of type null [OLD] Open Setup Ideas and Discussion - Mafiascum.net
This forum is for discussion of individual Open Setups, including theoretical balance.
140 posts
• Page 1 of 1
TierShift
TierShift
Jack of All Trades
TierShift
Jack of All Trades
Jack of All Trades
Posts: 8384
Joined: November 5, 2013
Post
Post #6818 (isolation #0) » Sun Feb 23, 2014 2:03 pm
Postby TierShift »
So scum actually have only 3 people to choose from to be witness? I think you can expect any half-decent scum to figure out the masons and then have just a small witness pool, from which they will choose the one with the most awkward reads.
Witness will play like scum, knowing who the scum is, but needing to make fake cases on town and thus is likely to either get figured out by scum or be lynched (and be figured out afterwards by scum).
2:7 mountainous is really scumsided and I don't think putting in masons outweighs the extreme anti-town utility that is the witness.
If you wanna use witness, you will have to put in more town power.
Post
Post #6863 (isolation #3) » Sat Mar 29, 2014 8:28 am
Postby TierShift »
I think Poison Doctor is a little negative utility, letting a single player control which lynch goes through. If he stops a lynch, the player will just be lynched the next day.
that gives a doc with a tracker in a 9v3 (even number) setup. Just too scumsided. I have no idea how unlimited lynches will affect the scumsidedness of the setup.
Post
Post #6877 (isolation #5) » Mon Mar 31, 2014 11:23 am
Postby TierShift »
In post 6875, Mr. Flay wrote:Biggest question, of course, is how many X Townies might be balanced.
The setup looks quite mountainous to me, with the only difference that there is someone guaranteed to live to the next day. I don't know how many townies you wanna add, but even 11:2 mountainous is a tad scumsided, so. You might consider throwing in some town power.
Post
Post #6935 (isolation #9) » Wed Apr 23, 2014 4:11 am
Postby TierShift »
Flay's scenario follows if the Jester has 0% chance of being lynched.
I'll calculate the actual percentages:
25% Jester lynched*33% of town win in LyLo--> 8,25%
25% mafia goon lynched-->25%
50% townie lynched*50% town win in LyLo-->25%
Gives an EV of 58,25%
Townsided, yes, but not ridiculously.
Post
Post #6996 (isolation #12) » Sun Jun 08, 2014 12:03 am
Postby TierShift »
If new neighbourhoods are formed, are the old ones erased or do they keep existing?
I think this is probably scum-sided, with scum just able to join the 'dangerous' hoods. It's pretty hard to correctly use hoods if you have no certainty of your neighbours being town.
Perhaps add a little town power that is not investigative, but helps preserve the town's strongest players, bodyguard/doc perhaps?
Post
Post #7003 (isolation #13) » Mon Jun 09, 2014 8:54 am
Postby TierShift »
F16, your game looks nice.
I'd suggest a circulating night kill, so scum must make certain not to get nightkilled themselves by an unknowing buddy. I'm not sure 11-4 is balanced but the traitor mechanic and absence of factional discussion might make it so?
Post
Post #7030 (isolation #14) » Thu Jul 03, 2014 9:52 am
Postby TierShift »
I like the idea. There's way too many scum though. It's almost impossible to send a scum to hell and after a few days of only town sendings, scum almost get a majority of votes.
10-3 and only 2 scum up/down? Still scumsided, I think.
Post
Post #7085 (isolation #19) » Sat Jul 26, 2014 2:55 am
Postby TierShift »
I like the first version better, but there's a few things that I don't understand/need improvement.
1. The setup is inherently townsided by letting town have 3 lynches and thus 60% chance of hitting scum (disregarding 50% neighbourizer). Neighbourhoods are somewhat positive utility, so that's even more townsided. Why not add a nightkill and have only two lynches?
2. There's a 50% chance the neighbourizer is scum. So you can lynch 2 random townies and then the neighbourizer for an EV of 75% (0.5 town neighbourizer*0.5 lynching scum in two rounds+0.5 mafia neighbourizer=0.75) Why not let every player have a 20% chance of being scum?
Point 2 is most important.
I don't really like the addition because it has the possibility of ruining the game thread by only talking in QT's.
Post
Post #7125 (isolation #20) » Thu Aug 21, 2014 10:30 am
Postby TierShift »
Hmm. If mafia is lynched day 1 and the cops all randomly target someone, it seems almost unwinnable for maf.
However, if town is lynched, the cop shots cannot even confirm a single person.
If you go for the other variant, the game is broken after a maf lynch by targetting the person below you.
After a town lynch the game will probably be a tad better with the alternate version.
Post
Post #7128 (isolation #21) » Thu Aug 21, 2014 5:06 pm
Postby TierShift »
In post 7126, BBmolla wrote:How do we fix that then? Give Mafia 1-shot mass roleblock if partner is lynched d1?
That's a very inelegant solution.
I think the setup is just flawed. If scum is lynched, it's town autowin and if town is lynched it's more or less mountainous, which is easily won by scum.
Perhaps let the scum have 3-scum alive visits, which boils down to two visits if scum lynched and one visit if town lynched.
In post 7152, TierShift wrote:shouldn't scum be punished for letting their igniters die tho?
In most cases losing all primes is a pretty big punishment, making all previous days effectively nightless
that's not such a big deal if scum get killed in the first two days, but that's counterbalancing
Yeah but
You should be able to manage one of your igniters staying alive as a scumteam. If you fail at that, I don't see why you should receive 'help' and gain a NK. In some situations with a very strong town voice, it might even be a relief to ditch your last igniter to just get the NK. It doesn't make sense.
JW, there's no reason to withhold info scum already has. Even if you don't use it, you should clam if primed or not. And as BB said, it makes it harder for scum to fakeclaim.
Post
Post #7314 (isolation #38) » Tue Sep 16, 2014 10:45 am
Postby TierShift »
In post 7310, Phillammon wrote:Any recommendations? My gut says Gunsmith or Oracle would be the logical power role to put in for town. Leaning towards the latter. (Target someone at night, if the oracle dies that night and the target was town, they are mod-confirmed as town)
Even with a full cop it looks scumsided due to the amount of kills.
Post
Post #7430 (isolation #43) » Mon Oct 06, 2014 5:58 am
Postby TierShift »
Thoughts on balance? Or a better name for knowledgeable survivor? A way to make the game interesting if the knowledgeable survivor dies early/a way to ensure he doesn't die early?
Post
Post #7436 (isolation #45) » Mon Oct 06, 2014 6:31 am
Postby TierShift »
I made a lot of mafia. Thus, the survivor will need to get mafia lynched a lot. By doing so, he can be found out by town. That's the idea behind the setup anyway.
Feel free to add townies or mafia to make it more balanced. Possibly nightless would be better?
Post
Post #7440 (isolation #47) » Mon Oct 06, 2014 7:35 am
Postby TierShift »
I don't think you understand what I'm going for with this setup, a reverse mafia of sorts. A player needs not to kill town, but mafia without being found out.
Anyone got any other ideas as to get this idea working?
Now shifter can just lynch town for two days after which he suicides. leaving 5p LyLo and very likely winning.
I imagine that'd be the optimal way to play it, which may not be all that bad now that I'm doing the math.
But that is totally not how I want it to be played. I have a solution: claiming shifter results in a modkill! That should solve all issues.
In post 7447, BBmolla wrote:May want to consider giving Shifter a better chance at not accidentally being nightkilled those first two nights. Not sure how without it significantly changing balance of the setup.
Maybe make him a Night 1 and 2 commuter?
But then mafia know who he is...and I don't want confirmable town roles like 1-shot BP to counteract that. Maybe make it 5-1-3 nightless?
Post
Post #7457 (isolation #50) » Mon Oct 06, 2014 12:32 pm
Postby TierShift »
Kingmaker explicitly forbids t claim kingmaker on grounds of modkill.
Let's just say claiming is not allowed, since everyone should claim VT anyway. Any attempt to circumvent the rule as you just described should be rewarded with a modkill too.
Post
Post #7610 (isolation #60) » Fri Oct 24, 2014 1:10 pm
Postby TierShift »
Well, town usually has no fucking clue who their strongest town player is...so I don't think it will change town winrate by much. 9v2 looks okay, not really sure why you went for 10v2.