[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #4564 (isolation #0) » Sun Apr 01, 2012 11:35 pm

Post by Phillammon »

Common Cause

11 Town

2 Scum


  • Recruiting Day Serial Killer- Silences for the remainder of the day, official kill is reported the following morning. If they target the night SK, they don't kill, and they are confirmed to each other and receive a QT for day and night talk. Wins with other SK.
  • Recruiting Night Serial Killer- If they target the Day SK, they don't kill, and they are confirmed to each other and receive a QT for day and night talk.
  • 1 Shot Day or Night Vigilante- Daykill ends the day, has to be declared in thread. One day, one night kill.
  • Day and Night Doctor- What it says on the tin. One protect per day and one protect per night.
  • Tracker- Night only, finds out who their target targetted that day or night. If the target targetted someone different in the day and in the night, the night target is reported.
  • Vanilla Townie x 8


Potentially with instant night?
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Post Post #4570 (isolation #1) » Mon Apr 02, 2012 7:00 am

Post by Phillammon »

Any feedback on mine, out of interest?
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Post Post #4574 (isolation #2) » Mon Apr 02, 2012 7:09 am

Post by Phillammon »

The vig gets two kills. One day, One night, thought that could be changed. And yes, they win alone up until they recruit each other, but if they were alone at the end, they'd target each other and team up anyway, making it moot point..
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Post Post #4575 (isolation #3) » Mon Apr 02, 2012 7:09 am

Post by Phillammon »

@Ninjas: Okay, but it's a small theme in any case.
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Post Post #4578 (isolation #4) » Mon Apr 02, 2012 9:53 am

Post by Phillammon »

That's a good point. I think that we give a death leeway of 20 posts for the day sk- maybe give him gassing flavour- meaning that if the doc successfully notices the silenced individual and protects them before 20 posts have passed, then they are saved, complete with the knowledge that they were targeted. As for the vig, if the doc was too late, he fails to save them. Meaning the day should be a very cautious time. I'll see if I could run this as a mini normal in future.
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Post Post #4586 (isolation #5) » Wed Apr 04, 2012 12:05 pm

Post by Phillammon »

Yup. Very, VERY scumsided. Town are usually happy to L-1 if nothing else.
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Post Post #4598 (isolation #6) » Tue Apr 10, 2012 4:41 am

Post by Phillammon »

I ran a meatworld game as sorta the reverse of that- cop, doc, vig, 6 VTs, 3 scum, all scum flip VT, all town flip scum
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Post Post #4604 (isolation #7) » Fri Apr 13, 2012 10:24 am

Post by Phillammon »

Please, Please stop posting in here...
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Post Post #4674 (isolation #8) » Mon May 21, 2012 2:03 am

Post by Phillammon »

Taking Sides Multiball
2 Mafia A Goons
2 Mafia B Goons

1 A Hood Cop
1 B Hood Cop
1 Doctor
6 VTs


-Nightstart,
-Both Mafia Groups have a Nightkill, and a Neighbourize. Mafia A wins if Mafia B is wiped out, and vice versa. There are two neighbourhoods, 'hood A and 'hood B. The mafia of each team start off in here, as it is effectively the scum QT. All actions must be PMd in.
-All "Town" aligned roles choose, at the start, a side. They win with this mafia team.
-A Mafia group is wiped out if all of the members of its QT who are aligned with said team are dead.
-Hood Cops determine whether their target is allied with that group, and if they are a member of the neighbourhood.


Sorry if this is a bit garbled, but I *think* the theory is there.
Last edited by Phillammon on Mon May 21, 2012 3:07 am, edited 2 times in total.
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Post Post #4676 (isolation #9) » Mon May 21, 2012 2:26 am

Post by Phillammon »

Hm...

MishMash has no modding requirements, so I may well just go try it out, once I've thrown it past some pseudo-reviews, if it would be balanced enough.

What am I talking about, it is by definition balanced. Both sides are identical. Do people agree it's mishmash material?
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Post Post #4678 (isolation #10) » Mon May 21, 2012 3:04 am

Post by Phillammon »

Also true. Maybe the team with fewer sympathyzers gets a bonus? Such as a goon being upgraded to an alleigance cop?
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Post Post #4682 (isolation #11) » Mon May 21, 2012 8:48 am

Post by Phillammon »

Yep, but mafia games which are too little like mafia are. Which apparently mine is.
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Post Post #4684 (isolation #12) » Mon May 21, 2012 9:19 am

Post by Phillammon »

Point. So It would be Mishmash, and I'd have to think it through a lot more before trying.
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Post Post #4688 (isolation #13) » Wed May 23, 2012 11:51 am

Post by Phillammon »

Point, again.
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Post Post #4696 (isolation #14) » Mon May 28, 2012 1:02 am

Post by Phillammon »

Had a cool idea, idea still sounded cool in the morning after sleeping on it, so here it is.
Delphi
3x Mafia Goons

4x Oracles
6x Vanilla Townies


-Each Oracle picks a person each night. If that oracle dies that night and they chose a town-aligned player, then the player that they chose becomes mod confirmed town. However, if the oracle is lynched, or they chose a scum-aligned player, then no such confirmation occurs.
-Scum have a factional nightkill, and a 1-Shot factional janitor/roleblock that can be used to cause a no-flip on that night's kill, as well as roleblocking them if they are an oracle.[/area]

What do people think? I realize that hypoclaims might mess it up a little, but that could be averted by clever scum, surely?
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Post Post #4698 (isolation #15) » Mon May 28, 2012 1:29 am

Post by Phillammon »

Yeah, that setup is now officially dead, I think...
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Post Post #4701 (isolation #16) » Mon May 28, 2012 3:22 am

Post by Phillammon »

I had a different idea, actually, which is lose the block/janitor and make NKs noflip.
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Post Post #4702 (isolation #17) » Mon May 28, 2012 3:23 am

Post by Phillammon »

Gah, why no PEdits... Yeah, that would be a good idea. The Scumkill is actually a kill+Rolecop, and NKs are noflip...
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Post Post #4703 (isolation #18) » Mon May 28, 2012 3:24 am

Post by Phillammon »

Delphi
3x Mafia Goons

4x Oracles
7x Vanilla Townies


-Each Oracle picks a person each night. If that oracle dies that night and they chose a town-aligned player, then the player that they chose becomes mod confirmed town. However, if the oracle is lynched, or they chose a scum-aligned player, then no such confirmation occurs.
-Scum have a factional nightkill, which also reports the role of the killed player to the scum QT.
-Night Kills do not flip.[/area]

Any better? Slightly edited to account for everything. Maybe the number of oracles needs tweaking?
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Post Post #4705 (isolation #19) » Mon May 28, 2012 3:27 am

Post by Phillammon »

PVs?
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Post Post #4707 (isolation #20) » Mon May 28, 2012 3:28 am

Post by Phillammon »

Ah. Okay. In any case, do you think that could work better?
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Post Post #4711 (isolation #21) » Mon May 28, 2012 4:31 am

Post by Phillammon »

If there were a third party, maybe. The way I see this being played by the town is watching for coincidences in the hypoclaims etc, whereas the scum are desperately trying to ensure that they hit VT if anyone is pointed at them, and trying to lynch the oracles to avoid getting into lylo with too many confirmed townies left. I still want to force scum to manage to lynch at least one more oracle than they lose themselves, hence there being one more oracle than there is scum.
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Post Post #4713 (isolation #22) » Mon May 28, 2012 5:15 am

Post by Phillammon »

I mean, there are only two alignments. Scum, and Town. Alignment flip is unnecessary because they will flip town, as there is only scum who have NKs, and scum self killing in a vanilla+investigative game is MORONIC.
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Post Post #4716 (isolation #23) » Mon May 28, 2012 5:40 am

Post by Phillammon »

Yeah, lynches flip, but don't give oracle knowledge.
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Post Post #4718 (isolation #24) » Mon May 28, 2012 6:39 am

Post by Phillammon »

Fair enough. All the same, I reckon it's unnecessary, given the meta here.
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Post Post #4721 (isolation #25) » Mon May 28, 2012 6:57 am

Post by Phillammon »

10 v 3 with possible confirmed town, I'd have thought, would be fairer, though. As for the anti mass-claim, surely that's by definition a problem with all opens? How do most non-variables stop it being a gamebreaker?
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Post Post #4724 (isolation #26) » Mon May 28, 2012 7:47 am

Post by Phillammon »

Would reducing things to 3 oracles, 7 VTs, 3 scum help?
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Post Post #4727 (isolation #27) » Mon May 28, 2012 8:49 am

Post by Phillammon »

Then VTs win it by Lynching all the oracles...
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Post Post #4767 (isolation #28) » Thu May 31, 2012 9:52 pm

Post by Phillammon »

Sorry to bring this up again in the midst discussion of an AWESOME setup, but I figured how to protect from massclaims and protect against some of the town bias of it. May have swung back to scumsided, though. We'll see.

Delphi
3x Mafia Goons

4x Oracles
7x Sightless Oracles


-Oracles and Sightless Oracles receive the same role PM, in which they are told that they may or may not have "the sight".
-Each Oracle picks a person each night. If that oracle dies that night and they chose a town-aligned player, then the player that they chose becomes mod confirmed town. However, if the oracle is lynched, they are a sightless oracle, or they chose a scum-aligned player, then no such confirmation occurs.
-Scum have a factional nightkill, which also reports the role of the killed player to the scum QT.
-Night Kills do not flip.
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Post Post #4769 (isolation #29) » Thu May 31, 2012 10:04 pm

Post by Phillammon »

Could possibly be shifted to have 4 sightless oracles and some actual VTs/Powerroles in case of it being scumsided. As is, the job for the scum is to look as townish as possible while offing the oracles, so that there won't be enough confirmed town to stop them come LyLo.
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Post Post #4771 (isolation #30) » Thu May 31, 2012 11:15 pm

Post by Phillammon »

Fair enough, but such a thing would be useful if it is indeed scumsided.
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Post Post #4773 (isolation #31) » Fri Jun 01, 2012 1:39 am

Post by Phillammon »

I was thinking that the strategy would be to appear townish enough to draw the investigations while killing off people who they suspect to be the true oracles, but then again that means nothing, given said oracles don't know who they are. How about moving things around *even more* like so:

Delphi
3x Mafia Goons

3x Dying Oracles
3x Spying Oracles
3x Sightless Oracles
2x Randomly Selected Oracles


-All oracles receive the same role PM, in which they are told that they may or may not have "the sight".
-Each Oracle picks a person each night. Depending on what kind of oracle they are, different things happen:
-Dying Oracles, if they die that night and their target is town, mod confirm their target.
-Spying Oracles, if their target dies, the Spying oracle receives the flip.
-Sightless Oracles do not do anything.
-Scum have a factional nightkill, and a factional rolecop/coroner. This rolecop may be used on the target, or used on someone else, or used as a coroner report on an already-dead person. This reports the role back to the Scum QT.
-Night Kills do not flip.
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Post Post #4775 (isolation #32) » Fri Jun 01, 2012 1:59 am

Post by Phillammon »

Possibly lynches don't flip either?
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Post Post #4778 (isolation #33) » Sat Jun 02, 2012 7:50 am

Post by Phillammon »

In post 4777, mcqueen wrote:Go ahead and yell at me, but here it is.

Triple Threat Nomination
Setup - Part 1:

  • (1.1) 9 Nominators
  • (1.2) 6 Nominators
  • (1.3) 3 Nominators


Game Mechanics - Part 1:

  • (1.1) The first 9 players are Nominators, and nominate 3 players to face-off in the first game.
  • (1.2) The remaining 6 players are Nominators, and nominate 3 players to face-off in the second game.
  • (1.3) The remaining 3 players are Nominators, and nominate themselves to face-off in the third game.


Setup - Part 2:

  • (2.1) 1
    Mafia Goon
    , 2
    Vanilla Townies

  • (2.2) 1
    Mafia Goon
    , 2
    Vanilla Townies

  • (2.3) 1
    Mafia Goon
    , 2
    Vanilla Townies


Game Mechanics - Part 2:

  • (2.1) A quick 3 player LyLo setup, in which if the Mafia Goon is lynched, the hammering Vanilla Townie wins. If a Vanilla Townie is lynched, the Mafia Goon wins.
  • (2.2) A quick 3 player LyLo setup, in which if the Mafia Goon is lynched, the hammering Vanilla Townie wins. If a Vanilla Townie is lynched, the Mafia Goon wins.
  • (2.3) A quick 3 player LyLo setup, in which if the Mafia Goon is lynched, the hammering Vanilla Townie wins. If a Vanilla Townie is lynched, the Mafia Goon wins.


Setup - Part 3:

  • 1
    Mafia Goon

  • 2
    Vanilla Townies


Game Mechanics - Part 3:

  • The winners of the first three games face-off in a final game, with the same setup as the others. If the Mafia Goon is lynched, the hammering Vanilla Townie wins. If a Vanilla Townie is lynched, the Mafia Goon wins.


Nice, but it's not really... mafia.
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Post Post #4823 (isolation #34) » Sun Jun 10, 2012 4:09 am

Post by Phillammon »

Too Many Cooks
3x Mafia Goons

10x Modified Vigilantes


  • Daystart
  • Mafia have a nightkill and a roleblock, as well as night talk
  • If a player is targetted by a single vigilante in the night, the target dies
  • If multiple vigilantes target the same player, or a vig targets the player that the mafia kill, all of the vigilantes targeting that player die.
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Post Post #4827 (isolation #35) » Sun Jun 10, 2012 7:24 am

Post by Phillammon »

I wouldn't put in bulletproof as they'd turn into named townies, essentially. 3v10, there's encouragement to block the scum kill by vigging, potentially, too...
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Post Post #4883 (isolation #36) » Thu Jun 14, 2012 10:38 am

Post by Phillammon »

They do.
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Post Post #4909 (isolation #37) » Sun Jul 01, 2012 8:40 pm

Post by Phillammon »

Sounds a lot like my "Common cause" idea, but looks okay.
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Post Post #4911 (isolation #38) » Mon Jul 02, 2012 2:23 am

Post by Phillammon »

SOrry, my bad.
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Post Post #4987 (isolation #39) » Thu Jul 19, 2012 10:56 am

Post by Phillammon »

Dying Wish: Two Targets

3x Mafia Goons
6x Townies
1x 1 Shot Cop
1x 1 Shot CPR Doctor
1x 1 Shot Backup

Lynches occur normally.
On being lynched, the lynched player selects 2 targets. These are the only two targets that may be chosen for night actions (including the mafia NK).
Backup only gains the ability of a dead town PR if they haven't used it.

Sound good?
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Post Post #4997 (isolation #40) » Fri Jul 20, 2012 2:55 am

Post by Phillammon »

Dying Wish: Two Targets

3x Mafia Goons
9x Townies, of which:
1 to 4x 1 Shot CPR Doctors

Lynches occur normally.
On being lynched, the lynched player selects 2 targets. These are the only two targets that may be chosen for night actions (including the mafia NK).
Backup only gains the ability of a dead town PR if they haven't used it.

Better? I realize that the random aspect may be a problem, and it may have swinginess due to the whole CPR thing.
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Post Post #5000 (isolation #41) » Sun Jul 22, 2012 10:31 am

Post by Phillammon »

Okay- I could see this potentially working with texas justice mixed in- possibly a way to fix both at once?

Dying wish: Three targets

3x Mafia Goon
9x 1 Shot CPR Doctors

Lynches occur normally.
On being lynched, the lynched player selects 3 targets. These are the only 3 targets that may be chosen for night actions (including the mafia NK).
The 1 Shot CPR Docs may only use their ability if they are one of the targets.

Also, happy 5000th post, open setup ideas and discussion!
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Post Post #5002 (isolation #42) » Sun Jul 22, 2012 7:54 pm

Post by Phillammon »

Number of CPRs
NK'd
Not NK'd
1LivesDies
2DiesLives
3LivesDies
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Post Post #5062 (isolation #43) » Wed Aug 15, 2012 8:05 pm

Post by Phillammon »

It's rarely if ever to make a setup around a single role, as the town have a funny habit of lynching said role... Plus, what you described is an inventor. a gunsmith is something different.
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Post Post #5235 (isolation #44) » Tue Oct 09, 2012 11:59 am

Post by Phillammon »

In post 5234, Whiskers wrote:The Knower role could become a mechanic that is something like, "Everynight, choose a living player. If you die during the night, that player's role is revealed."

If you keep it as a ONE-PERSON knower, then I think it would be cool to have Cops who detect knower-ism, instead of mafia.

Or, like, the Knower is a hidden role attached to a townie, and upon her death (killed or lynched) she picks # players to learn and reveal the alignments of.
The Cop's job is to find the Knower and out and lynch it, so town can influence the choice.
Mafia should also know the Knower, Cult should not (because then they can recruit her and that's really powerful).
Or maybe Cult
should
know. Does the cult have a factional kill?


Knower under those conditions was an experimental role in my mini normal, under the name Oracle- it functions, but building a setup around it can be an issue.
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Post Post #7303 (isolation #45) » Tue Sep 16, 2014 12:40 am

Post by Phillammon »

I'm still trying to get my head around the EVs for this one, but it's looking relatively good. If there's a way to shortcut the probability I'm all ears, if there isn't, I may well just script it and run 10,000 odd iterations to get a good estimate.

Memento Mori
2 Mafia Goons
1 Mafia Vigilante

9 Vanilla Town
1 Town Vigilante


All players with the Vigilante role must keep a Last Will at all times. These are submitted privately to the moderated either via PM or via Quicktopic. This Last Will must target another living player. If a player with the Vigilante role dies, the target of their Last Will immediately receives the Vigilante role. If the target already has the Vigilante role, the Last Will has no effect. Vigilantes may not attempt to kill the target of their Last Will


There are some modifications that can be made if the balance is off- changing numbers of town and scum being the obvious change. Any thoughts?

EDIT: Preliminary testing suggests 48% EV for town, though my model is disregarding overlapping nightkills, which it probably shouldn't.

EDIT AGAIN: Okay, that's interesting. Giving the town a second vigilante actually decreases the town's EV to 40%

EDIT ONCE MORE: Nevermind, forgot that I'd added another mafioso to that model. 2 Vigilantes, 7 VT, 1 ScumVig, 2 Goons has a 50% EV.

EDIT 4: EDIT HARDER: Played around with some parameters- 9:3 nightless is 50/50? That makes sense, I guess, but still, you learn something new every day.
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Post Post #7305 (isolation #46) » Tue Sep 16, 2014 2:49 am

Post by Phillammon »

The intention with making the scum kill a vig as well is largely thematic, but also so if the scum want two nightkills they have to get it last willed onto a specific member, not just any of them, but that wouldn't be too much of a problem to change, probably. As for the probabilities, 10-3 mountainous is theoretically 80% scumsided as you say, so... I genuinely have no clue why my simulations are coming out so close to 50%. If anything, not overlapping kills can only benefit scum, as the way I'm simulating makes the vig kill resolve first, and the scum kill is guaranteed to hit town...

EDIT: Okay, making a more sophisticated simulation. Hopefully if it's a bug that's giving these winrates, I should be able to flush it out.
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Post Post #7307 (isolation #47) » Tue Sep 16, 2014 3:12 am

Post by Phillammon »

No, no. They get one Vigkill, but if the Town vigilante last-wills a Vigkill to them, they can use that too, for double NK.
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Post Post #7308 (isolation #48) » Tue Sep 16, 2014 4:09 am

Post by Phillammon »

Okay, not sure what it was, but I had a horrible bug in my previous code, which is hopefully now fixed.

Spoiler: Python Script for the interested, can be modified to simulate other setups

Code: Select all

import random

Total_Number_Of_Townies = 11
Total_Number_Of_Scum = 2
Starting_Vigs = 1
Starting_Scum_Vigs = 1


class Player(object):
    def __init__(self, allegiance):
        self.gun = False
        self.allegiance = allegiance
        self.alive = True
    def hasGun(self):
        return self.gun
    def isScum(self):
        return self.allegiance
    def giveGun(self):
        self.gun = True
    def isAlive(self):
        return self.alive
    def Die(self):
        self.alive = False
        return self.isScum(), self.hasGun()

class MementoMori(object):
    def __init__(self, town, scum, townkills, scumkills):
        players = []
        townlist = []
        scumlist = []
        if townkills > town:
            townkills = town
        if scumkills > scum:
            scumkills = scum
        for i in range(town):
            townlist.append(Player(False))
        for i in range(scum):
            scumlist.append(Player(True))
        for i in range(townkills):
            n = 0
            while townlist[n].hasGun():
                n = random.randint(0, town-1)
            townlist[n].giveGun()
        for i in range(scumkills):
            n = 0
            while scumlist[n].hasGun():
                n = random.randint(0, scum-1)
            scumlist[n].giveGun()
        self.players = scumlist + townlist
        self.livetown = town
        self.livescum = scum
        random.shuffle(self.players)
        self.result = 2
        self.gameover = False
    def Day(self):
        random.shuffle(self.players)
        lynchee = self.players.pop()
        flip = lynchee.Die()
        if flip[0]:
            self.livescum -= 1
            if self.livescum == 0:
                self.TownWin()
        else:
            self.livetown -= 1
            if self.livetown == 0:
                self.ScumWin()
        if flip[1]:
            self.LastWill(lynchee)
    def Night(self):
        victims = []
        for player in self.players:
            if player.hasGun():
                if player.isScum():
                    n = 0
                    while self.players[n].isScum():
                        n = random.randint(0, len(self.players)-1)
                    victims.append(self.players[n])
                else:
                    n = 0
                    while not self.players[n] == player:
                        n = random.randint(0, len(self.players)-1)
                    victims.append(self.players[n])
        for bodybag in victims:
            if bodybag.isAlive():
                flip = bodybag.Die()
                self.players.remove(bodybag)
                if flip[0]:
                    self.livescum -= 1
                    if self.livescum == 0:
                        self.TownWin()
                else:
                    self.livetown -= 1
                    if self.livetown == 0:
                        self.ScumWin()
                if flip[1]:
                    self.LastWill(bodybag)
        if self.livescum == self.livetown == 0:
            self.Draw()
        if self.livescum >= self.livetown:
            self.ScumWin()
        if self.livescum == 0:
            self.TownWin()
        
    def LastWill(self, corpse):
        random.shuffle(self.players)
        if corpse.isScum():
            for i in self.players:
                if i.isScum:
                    if not i.hasGun:
                        i.giveGun()
                        break
        else:
            self.players[0].giveGun()
    def TownWin(self):
        self.result = 0
        self.gameover = True
    def ScumWin(self):
        self.result = 1
        self.gameover = True
    def Draw(self):
        self.gameover = True
    def Play(self):
        while not self.gameover:
            self.Day()
            if not self.gameover:
                self.Night()
        return self.result
    
town = 0
scum = 0
draw = 0
repeats = 100000
for i in range(repeats):
    Game = MementoMori(Total_Number_Of_Townies,Total_Number_Of_Scum,Starting_Vigs,Starting_Scum_Vigs)
    result = Game.Play()
    if result == 0:
        town += 1
    elif result == 1:
        scum += 1
    else:
        draw += 1

print(str(town)+'/'+str(scum)+'/'+str(draw))
print("Estimated Town EV: " + str(round((town/repeats)*100, 3)) + '%')


Upshot is, that's a 12.5% town EV, which is much, *much* worse than I thought. I may play around with the numbers a bit, see what I can do.

EDIT:
10 VT
,
1 Vig
,
1 Goon
,
1 ScumVig
gives a 30% Town EV, which seems to come as balanced according to the wiki.
Last edited by Phillammon on Tue Sep 16, 2014 4:19 am, edited 1 time in total.
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Post Post #7310 (isolation #49) » Tue Sep 16, 2014 4:25 am

Post by Phillammon »

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)
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Post Post #7312 (isolation #50) » Tue Sep 16, 2014 4:34 am

Post by Phillammon »

I could, but it would be skewed. Because all of the targetting is randomized from the possible (and not completely insane) targets, the roleblockers would be near useless, and there's no real way that investigative roles can be simulated...

So in other words, I can simulate
3xGoon 1xMafia Roleblocker
vs
10xVT 1xVig 1xRoleblocker
, but that loses... most of the impact.
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Post Post #7316 (isolation #51) » Tue Sep 16, 2014 11:10 am

Post by Phillammon »

In post 7314, TierShift wrote:
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.


Statistically, it's on par with 10/2 mountainous, which is why I'm not sure giving it more town power is a good idea.

Maybe jailkeeper? That mitigates some of the kills while remaining pretty versatile.
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Post Post #7318 (isolation #52) » Tue Sep 16, 2014 12:44 pm

Post by Phillammon »

Spoiler: Modified Codeblock

Code: Select all

import random

Total_Number_Of_Townies = 11
Total_Number_Of_Scum = 2
Starting_Vigs = 1
Starting_Scum_Vigs = 1


class Player(object):
    def __init__(self, allegiance):
        self.gun = False
        self.allegiance = allegiance
        self.alive = True
    def hasGun(self):
        return self.gun
    def isScum(self):
        return self.allegiance
    def giveGun(self):
        self.gun = True
    def isAlive(self):
        return self.alive
    def Die(self):
        self.alive = False
        return self.isScum(), self.hasGun()

class MementoMori(object):
    def __init__(self, town, scum, townkills, scumkills):
        players = []
        townlist = []
        scumlist = []
        if townkills > town:
            townkills = town
        if scumkills > scum:
            scumkills = scum
        for i in range(town):
            townlist.append(Player(False))
        for i in range(scum):
            scumlist.append(Player(True))
        for i in range(townkills):
            n = 0
            while townlist[n].hasGun():
                n = random.randint(0, town-1)
            townlist[n].giveGun()
        for i in range(scumkills):
            n = 0
            while scumlist[n].hasGun():
                n = random.randint(0, scum-1)
            scumlist[n].giveGun()
        self.players = scumlist + townlist
        self.livetown = town
        self.livescum = scum
        random.shuffle(self.players)
        self.result = 2
        self.gameover = False
    def Day(self):
        random.shuffle(self.players)
        lynchee = self.players.pop()
        flip = lynchee.Die()
        if flip[0]:
            self.livescum -= 1
            if self.livescum == 0:
                self.TownWin()
        else:
            self.livetown -= 1
            if self.livetown == 0:
                self.ScumWin()
        if flip[1]:
            self.LastWill(lynchee)
    def Night(self):
        victims = []
        for player in self.players:
            if player.hasGun():
                if player.isScum():
                    n = 0
                    while self.players[n].isScum():
                        n = random.randint(0, len(self.players)-1)
                    victims.append(self.players[n])
                else:
                    n = 0
                    while not self.players[n] == player:
                        n = random.randint(0, len(self.players)-1)
                    victims.append(self.players[n])
        for bodybag in victims:
            if bodybag.isAlive():
                flip = bodybag.Die()
                self.players.remove(bodybag)
                if flip[0]:
                    self.livescum -= 1
                    if self.livescum == 0:
                        self.TownWin()
                else:
                    self.livetown -= 1
                    if self.livetown == 0:
                        self.ScumWin()
                if flip[1]:
                    self.LastWill(bodybag)
        if self.livescum == self.livetown == 0:
            self.Draw()
        if self.livescum >= self.livetown:
            self.ScumWin()
        if self.livescum == 0:
            self.TownWin()
        
    def LastWill(self, corpse):
        random.shuffle(self.players)
        if corpse.isScum():
            for i in self.players:
                if i.isScum:
                    if not i.hasGun:
                        i.giveGun()
                        break
        else:
            if not self.players[0].isScum():
                self.players[0].giveGun()
    def TownWin(self):
        self.result = 0
        self.gameover = True
    def ScumWin(self):
        self.result = 1
        self.gameover = True
    def Draw(self):
        self.gameover = True
    def Play(self):
        while not self.gameover:
            self.Day()
            if not self.gameover:
                self.Night()
        return self.result
    
town = 0
scum = 0
draw = 0
repeats = 10000
for i in range(repeats):
    Game = MementoMori(Total_Number_Of_Townies,Total_Number_Of_Scum,Starting_Vigs,Starting_Scum_Vigs)
    result = Game.Play()
    if result == 0:
        town += 1
    elif result == 1:
        scum += 1
    else:
        draw += 1

print(str(town)+'/'+str(scum)+'/'+str(draw))
print("Estimated Town EV: " + str(round((town/repeats)*100, 3)) + '%')


The projected winrate for town increases to 33% with the kill vanishing if passed to scum. In practise, the fact that a kill's disappeared gives more information to town, which is good. I reckon that could work, in that case.
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Post Post #7322 (isolation #53) » Wed Sep 17, 2014 12:51 am

Post by Phillammon »

Memento Mori
2 Mafia Goons

1 Town Last Will Vigilante
1 Town Last Will Jailkeeper
9 Vanilla Townspersons


All players with the Last Will modifier must keep a Last Will at all times. These are submitted privately to the moderated either via PM or via Quicktopic. This Last Will must target another living player. If a player with the Last Will modifier dies, the target of their Last Will immediately receives their role, including the Last Will modifier, but their alignment remains unchanged.

A
Mafia Last Will Jailkeeper
may either perform the factional nightkill or jailkeep a target on a given night, but not both. A
Mafia Last Will Vigilante
does not have a personal kill, however, if they perform the factional nightkill, it gains the Sledgehammer modifier.


Spoiler: Relevant PM Templates
Vanilla Townsperson wrote:Welcome, <Player Name>, you are a
Vanilla Townie
.
Abilities:

Your weapon is your vote, you have no night actions.
Win condition:

You win when all threats to the town have been eliminated.

Town Last Will Vigilante wrote:Welcome, <Player Name>, you are a
Town Last Will Vigilante
.
Abilities:

Got a Gun: Each night, you may target another player. That player is killed.
Last Will: At all times, you must have a Last Will. This Last Will must target another living player. If you die, the target of your Last Will receives your Gun.
Win condition:

You win when all threats to the town have been eliminated.

Town Last Will Jailkeeper wrote:Welcome, <Player Name>, you are a
Town Last Will Jailkeeper
.
Abilities:

Got a Key: Each night, you may target another player. That player is roleblocked and protected from any nightkills targeting them.
Last Will: At all times, you must have a Last Will. This Last Will must target another living player. If you die, the target of your Last Will receives your Key.
Win condition:

You win when all threats to the town have been eliminated.

Mafia Goon wrote:Welcome, <Player Name>. You are a
Mafia Goon
, along with your partner, <Scumbuddy>.
Abilities:

Factional communication: During the night phase you may talk with your partner here.
Factional kill: Each night phase, one of you or your partner may perform the factional kill.
Win condition:

You win when all members of the town have been eliminated or nothing can prevent this from occurring.

Vanilla Townsperson receives Gun wrote:Somebody left you a gun in their will!

Congratulations, <Player Name>, you are now a
Town Last Will Vigilante
.
Abilities:

Got a Gun: Each night, you may target another player. That player is killed.
Last Will: At all times, you must have a Last Will. This Last Will must target another living player. If you die, the target of your Last Will receives your Gun.
Win condition:

You win when all threats to the town have been eliminated.

Vanilla Townsperson receives Key wrote:Somebody left you the jail key in their will!

Congratulations, <Player Name>, you are now a
Town Last Will Jailkeeper
.
Abilities:

Got a Key: Each night, you may target another player. That player is roleblocked and protected from any nightkills targeting them.
Last Will: At all times, you must have a Last Will. This Last Will must target another living player. If you die, the target of your Last Will receives your Key.
Win condition:

You win when all threats to the town have been eliminated.
Town Jailkeeper receives Gun wrote:Somebody left you a gun in their will! Great, more responsibilities...

Congratulations, <Player Name>, you are now a
Town Last Will Vigilante Jailkeeper
.
Abilities:

Got a Gun, and a Key: Each night, you may target a player. At your choice, that player either dies, or is roleblocked and protected from any nightkills targeting them.
Second-To-Last Will: At all times, you must have a Second-To-Last Will for your gun. This Last Will must target another living player. If you die, the target of your Last Will receives your Gun.
Last Will: At all times, you must have a Last Will for your key. This Last Will must target another living player. This may target the same player as your Second-To-Last Will. If you die, the target of your Last Will receives your Key.
Win condition:

You win when all threats to the town have been eliminated.

Town Vigilante receives Gun wrote:Somebody left you the jail key in their will! Great, more responsibility...

Congratulations, <Player Name>, you are now a
Town Last Will Vigilante Jailkeeper
.
Abilities:

Got a Gun, and a Key: Each night, you may target a player. At your choice, that player either dies, or is roleblocked and protected from any nightkills targeting them.
Second-To-Last Will: At all times, you must have a Second-To-Last Will for your gun. This Last Will must target another living player. If you die, the target of your Last Will receives your Gun.
Last Will: At all times, you must have a Last Will for your key. This Last Will must target another living player. This may target the same player as your Second-To-Last Will. If you die, the target of your Last Will receives your Key.
Win condition:

You win when all threats to the town have been eliminated.

Vanilla Townsperson receives gun and key wrote:Somebody left you the jail key and a gun in their will!

Congratulations, <Player Name>, you are now a
Town Last Will Vigilante Jailkeeper
.
Abilities:

Got a Gun, and a Key: Each night, you may target a player. At your choice, that player either dies, or is roleblocked and protected from any nightkills targeting them.
Second-To-Last Will: At all times, you must have a Second-To-Last Will for your gun. This Last Will must target another living player. If you die, the target of your Last Will receives your Gun.
Last Will: At all times, you must have a Last Will for your key. This Last Will must target another living player. This may target the same player as your Second-To-Last Will. If you die, the target of your Last Will receives your Key.
Win condition:

You win when all threats to the town have been eliminated.
Mafia Goon receives Gun wrote:Somebody left you a gun in their will! A bit redundant, hey, but now you have two guns!

Congratulations, <Player Name>, you are now a
Mafia Last Will Sledgehammer Goon
.
Abilities:

Factional communication: During the night phase you may talk with your partner here.
Factional kill: Each night phase, one of you or your partner may perform the factional kill.
Got a Gun: If you perform the factional kill, the target of the kill cannot be protected.
Last Will: If your partner is still alive when you die, they become receive your Gun.
Win condition:

You win when all members of the town have been eliminated or nothing can prevent this from occurring.

Mafia Goon receives Key wrote:Somebody left you the jail key in their will!

Congratulations, <Player Name>, you are now a
Mafia Last Will Jailkeeper Goon
.
Abilities:

Factional communication: During the night phase you may talk with your partner here.
Factional kill: Each night phase, one of you or your partner may perform the factional kill.
Got a Key: If you
Last Will: If your partner is still alive when you die, they become receive your Key.
Win condition:

You win when all members of the town have been eliminated or nothing can prevent this from occurring.

Mafia control both Key and Gun wrote:
Congratulations. You and your partner have successfully appropriated the key to the town Jail, and the town's Gun. Now, to finish the job...

You are now a
Mafia Goon
.
Abilities:

Factional communication: During the night phase you may talk with your partner here.
Factional kill: Each night phase, one of you or your partner may perform the factional kill.
Win condition:

You win when all members of the town have been eliminated or nothing can prevent this from occurring.


Note: If the mafia collect both the gun and the key, then they become useless, but individually they're useful tools for dealing with the other one. I found that amusing.

This any better, then?
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Post Post #7325 (isolation #54) » Wed Sep 17, 2014 1:49 am

Post by Phillammon »

Ack. So jailkeeper is not the role to go for here.

Making the Vig kill compulsive may be the way to go, looking at that (and it should be anyway, given just straight up refusing to shoot turns it into 11-2 mountainous).
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Post Post #7327 (isolation #55) » Wed Sep 17, 2014 1:16 pm

Post by Phillammon »

Virgin, if killed, prevents all nightkills the following night, but if roleblocked by the hooker becomes a VT. (Paraphrased from what wgeurts has said so far)
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Post Post #7332 (isolation #56) » Thu Sep 18, 2014 1:42 am

Post by Phillammon »

One Quiet Night
2x Mafia CPR Doctors

10x Town CPR Doctors


Mafia do not have a factional kill. Players do NOT flip when killed. Mafia win if all members of the town are dead, even if no mafia are left alive. Town win if a night passes without any deaths, even if there are still mafia left alive.

(If an odd number of CPR doctors target a player, the player dies. If an even number target a player, the player does not die. CPR doctors may target themselves.)


(Three guesses what old, broken open setup I was thinking about when I put this together.)

(Yes, it was Texas Justice)

I'm pretty sure that this setup isn't broken. It's definitely 1) Chaotic and 2) A touch scumsided, but I wanted to see if a noflip open setup was doable (if one already exists, then my apologies). The nonstandard town win condition is intended to fit with the noflip nature of the game- the mafia can just sit back and let the town destroy themselves.

So yes, is this horrible for reasons I haven't anticipated?

EDIT: Apparently I suggested something not dissimilar to this a while back, but with some notable changes. I've modified it slightly to account for the criticisms from its last iteration.
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Post Post #7334 (isolation #57) » Thu Sep 18, 2014 2:51 am

Post by Phillammon »

That particular reason I did anticipate. I take it that noflip is in fact the work of satan, then?
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