[OLD] Open Setup Discussion and Nominations

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #2450 (ISO) » Tue Jul 15, 2008 11:06 am

Post by shaft.ed »

somestrangeflea wrote:Would it still be broken if we replaced the Mafia's group-kill with individual one-shots?
That would be rather imbalanced (I think), but it would prevent the Fonz's breaking strategy. You'd either get scorched earth of mafia win in that case.
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Post Post #2451 (ISO) » Tue Jul 15, 2008 12:40 pm

Post by Twomz »

But then the mafia just has 3 kills total, although they could use them all in the same night.
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Post Post #2452 (ISO) » Tue Jul 15, 2008 4:22 pm

Post by armlx »

Ether wrote:
Chosen
(11 players)
2 mafia
vs.

9 vanilla townies (initially)
Day Start

Mafia selects a townie pregame to be the unnightkillable, unendgameable Chosen One. It isn't alerted to its identity, and has to be lynched before the end of the game for the mafia to win. (Town wins as soon as the chosen one is the only town player still alive--that is, even in a 1:2 endgame where it's outnumbered by the mafia. However, the mafia still has a chance at 2:2.)

A mafia/lyncher hybrid, basically.

Nominate.
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Post Post #2453 (ISO) » Tue Jul 15, 2008 7:05 pm

Post by Lord Gurgi »

Concerning chosen, what if the town no lynches every day to stop the mafia from winning?
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Post Post #2454 (ISO) » Tue Jul 15, 2008 9:40 pm

Post by Oman »

Double Lose if mafia stop killing.
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Post Post #2455 (ISO) » Tue Jul 15, 2008 9:40 pm

Post by Oman »

In 3:2 (town:scum) they fakeclaim chosen.
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Post Post #2456 (ISO) » Tue Jul 15, 2008 9:45 pm

Post by Guardian »

Simple: Make kills & lynches mandatory while chosen is alive. If mafia miss NK mafia dies, if town misses lynch chosen dies.
Do not lynch me.
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Post Post #2457 (ISO) » Wed Jul 16, 2008 2:01 am

Post by Max »

Chain Reaction (11 players)

2 Mafia
9 Town

In chain reaction each person is the vengeful lover of 2 other townies. However after shooting they die.
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Post Post #2458 (ISO) » Wed Jul 16, 2008 4:21 am

Post by PokerFace »

I have an idea on how to solve the balance issues with "Texas Justice".

http://www.mafiascum.net/forum/viewtopi ... 26#1158626

Idea should be discussed before it is tested since I am no balance expert.
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Post Post #2459 (ISO) » Wed Jul 16, 2008 4:31 am

Post by PokerFace »

PokerFace wrote:
PokerFace wrote:Ok I am no balance expert so feel free to shoot some holes in this as much as you want.

2 Mafia Goons
1 Cops
5 Vanilla townies with...

4 (2 sets of)
Anominous Amnesiac Neighbors
: Set 1 has GF and a townie, set 2 has two 2 townies in it. They don't know who is who. They relay pms to each other through the mod or post under aliases on quick topic. I admit regulating this could be a bitch for the mod but since none of them knows they are the GF until all the mafia dies I doubt they'll be willing to use their real names anyway since they'd esentially be shooting themselves in the foot. Not sure if the mafia should be told who is involved in the neighbor group or not but the existance of multiple neighbors and them not knowing who each other is should regulate things somewhat. They can't claim and out each other for the win because they don't know who each other is 100% and they don't know if any of them are really scum. And having to figure out who your partner is can add to the fun while things will still come down to who is scum. Comments?
Another negotiable element would be 2 sets versus 4 members of one. I don't know which would work better, but I still think the animous idea would be rather useful in solving a few things especially with number of masons factoring into that.
PokerFace wrote:
Twomz wrote:Does the mafia know which one is the GF? Or does the kill against him fail?
...Not sure if the mafia should be told who is involved in the neighbor group or not but...
Mafia knowing who GF is, is debatable in my setup. Probably better they do know. The kill against him should probably fail otherwise I think.

The mafia knowing or finding out who the GF is can also add to the fun of the game because now the scum may need to change game plans. And having an aITP like element involved in the game would also be cool considering how scum connections are looked at both ways based on how and when players would need to distance and buddy up because alignments can change.
bump! I think this should be discussed further too.
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Post Post #2460 (ISO) » Wed Jul 16, 2008 5:17 am

Post by gorckat »

Nominate Pokerface: Not a balance expert

</title stalker>

I like the block and kill option if it holds up after a goon is lynched/killed and they face an even number of people.
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Post Post #2461 (ISO) » Wed Jul 16, 2008 5:51 am

Post by xyzzy »

TITP - treestump in the palace


1 king
1 assassin
X guards

Players vote on someone to treestump; assassin can treestump one person at any time, and may treestump upon being treestumped himself if he hasn't already. Town wins if king isn't stumped.
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Post Post #2462 (ISO) » Wed Jul 16, 2008 5:55 am

Post by PokerFace »

gorckat wrote:Nominate Pokerface: Not a balance expert

</title stalker>

I like the block and kill option if it holds up after a goon is lynched/killed and they face an even number of people.
heh heh,

And if you read the thread I said the scum group together can block and kill each night as long as there is at least 1 member left. Also if you don't feel like calling them all goons since they can sorta role block, you can give them the name: "Saloon Wench"(es). That will fit the texas theme and give reason as to why they can role block together to go along with the simple thought of them poisoning your drink too.
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Post Post #2463 (ISO) » Wed Jul 16, 2008 6:07 am

Post by gorckat »

Oh, I read the thread :P

I was eating a sammich and didn't have the brain focus available to figure out how the setup wasn't still broken when it was, say, 4 townies and 2 scum.

But then I realized that it'd end up 1 scum vs 1 townie:

A-B (both die)
C-S1 (scum dies, C is NK)
D-S2 (D is RB)

Endgame scum win.
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Post Post #2464 (ISO) » Wed Jul 16, 2008 7:53 pm

Post by Norinel »

xyzzy wrote:
TITP - treestump in the palace


1 king
1 assassin
X guards

Players vote on someone to treestump; assassin can treestump one person at any time, and may treestump upon being treestumped himself if he hasn't already. Town wins if king isn't stumped.
Why would stumped guards ever post?
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Post Post #2465 (ISO) » Thu Jul 17, 2008 2:32 am

Post by Glork »

....they think they've found the assassin?
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Post Post #2466 (ISO) » Thu Jul 17, 2008 10:11 am

Post by The Jester »

ASSASSIN!


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Post Post #2467 (ISO) » Fri Jul 18, 2008 6:05 am

Post by Max »

Could we generate some conversation on either old/tested opens or current suggested topics.

What about a crush nightless we haven't seen one of those in a while

Nominate: Crush Nighless

Nominate: Crush
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Post Post #2468 (ISO) » Fri Jul 18, 2008 10:22 am

Post by The Fonz »

Crush is ok but crush nightless sucks.
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Post Post #2469 (ISO) » Fri Jul 18, 2008 10:32 am

Post by gorckat »

Hmm...skimming the wiki for ideas what about:

Code: Select all

3-Way Switch
2 Goons
1 Mafia Traitor Switch
1 Sk
1 Vig
5 Townies
1 Vig Switch
1 SK Switch

The Vig/SK switches don't know which one they control, or who it is. They PM the mod on/off.

The Traitor Switch can't talk with the Goons. He can flip switch A or switch B, which will flip either the SK or the Vig. He doesn't know which is which the mod knows, of course). His flip be the opposite of the Town switch choice.


I like the name '3-way switch' because its a common electrical device in everyone's household, and the mechanic 'works' in a mafia sense, but I have no idea if it's balanced or fun enough.
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Post Post #2470 (ISO) » Fri Jul 18, 2008 2:12 pm

Post by Adel »

swingy, powerrole heavy madness with bizzare massclaim results:

Gun Show Mafia


50% Chance of setup being:

1 Godfather (can kill with a gun, immune to cop investigation)
1 Mafia Goon (can kill with a gun)
1 Mac the Knife (mafia, can kill with his knife)
1 SK (can kill with a gun or a knife, immune to cop investigation, immune to NK)
1 Gun Collector
1 Cop (confirmed sane, has a gun, investigates mafia)
1 Gunsmith (also has a gun and doesn't use it)
1 Miller
4 Townies

day start

50% Chance of setup being:

1 Godfather (mafia A, can kill with a gun, immune to cop investigation)
1 Mafia Goon (mafia A, can kill with a gun)
1 Mac the Knife (mafia A, can kill with his knife)
1 Godfather (mafia B, can kill with a gun, immune to cop investigation)
1 Mafia Goon (mafia B, can kill with a gun)
1 Mac the Knife (mafia B, can kill with his knife)
2 Gunsmiths (has a gun, doesn't use it)
4 Townies

day start

edit: fixed by shaft.ed's suggestion in the next post.
Last edited by Adel on Fri Jul 18, 2008 2:30 pm, edited 1 time in total.
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Post Post #2471 (ISO) » Fri Jul 18, 2008 2:24 pm

Post by shaft.ed »

For the second set-up I'd remove the Gun Collectors and just state that Gunsmith's themselves own a gun.
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Post Post #2472 (ISO) » Fri Jul 18, 2008 2:31 pm

Post by Adel »

you are right, of course, so I fixed it.
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Post Post #2473 (ISO) » Fri Jul 18, 2008 8:40 pm

Post by Korts »

Adel wrote:swingy, powerrole heavy madness with bizzare massclaim results:

Gun Show Mafia


50% Chance of setup being:

1 Godfather (can kill with a gun, immune to cop investigation)
1 Mafia Goon (can kill with a gun)
1 Mac the Knife (mafia, can kill with his knife)
1 SK (can kill with a gun or a knife, immune to cop investigation, immune to NK)
1 Gun Collector
1 Cop (confirmed sane, has a gun, investigates mafia)
1 Gunsmith (also has a gun and doesn't use it)
1 Miller
4 Townies

day start

50% Chance of setup being:

1 Godfather (mafia A, can kill with a gun, immune to cop investigation)
1 Mafia Goon (mafia A, can kill with a gun)
1 Mac the Knife (mafia A, can kill with his knife)
1 Godfather (mafia B, can kill with a gun, immune to cop investigation)
1 Mafia Goon (mafia B, can kill with a gun)
1 Mac the Knife (mafia B, can kill with his knife)
2 Gunsmiths (has a gun, doesn't use it)
4 Townies

day start

edit: fixed by shaft.ed's suggestion in the next post.
nominate Gun Show Mafia
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Post Post #2474 (ISO) » Sat Jul 19, 2008 8:25 am

Post by Tombolo »

This is more of an idea for late-night silly AIM games, but perhaps somebody could expand on it for use here.

Dethy on Crack
There is one each of cop, tracker, watcher, psychic, and prostitute.
Randomly assigned to these roles are one each of sane, insane, naive, paranoid, and mafia sane.

Cops are obvious.

Insane trackers get "no target" or a random incorrect target as appropriate, naive trackers get "no target," and paranoid trackers get whoever was killed that night.

Insane Watchers get the opposite of the actual results, naive get "nobody targetted," and paranoid gets everybody.

Insane psychics get the opposite of the actual results, and naive and paranoid get nobody or everybody

Prostitutes track if somebody got up (ie, performed a night action) that night, which IIRC is different than defined here. Naive returns no, paranoid returns yes.

Thought about putting gunsmith, detective, or sanity cop in there as well, but gunsmith was a repeat of cop, (I usually don't have cops have guns) detective would be...strange, and I don't know how naive/paranoid sanity cop would work. >_> Could throw in a random or a maf but insane in there for more people, I suppose.
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