[OLD] Open Setup Discussion and Nominations

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #3075 (ISO) » Fri Dec 05, 2008 6:54 pm

Post by Xylthixlm »

It's closer to 0.5 of a townie.
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Post Post #3076 (ISO) » Fri Dec 05, 2008 7:30 pm

Post by Adel »

Xylthixlm wrote:It's closer to 0.5 of a townie.
how do you figure? A lover pair gets 2 votes during each day they are alive, and raise the # necessary to lynch, diluting the scum's voting block.
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Post Post #3077 (ISO) » Fri Dec 05, 2008 7:33 pm

Post by Lord Gurgi »

Gurgi EC8


8 players:
2 Goons
0-3 Weak Cops (12.5%, 37.5%, 37.5%, 12.5%) (Dies upon investigating a goon)
3-6 Townies

Ether and Xyl helped.
(11:26:07 PM) thesheamuffin: I'm counting gurgi because I would probably make out with him if I were drunk enough
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Post Post #3078 (ISO) » Fri Dec 05, 2008 7:46 pm

Post by Xylthixlm »

Adel wrote:
Xylthixlm wrote:It's closer to 0.5 of a townie.
how do you figure? A lover pair gets 2 votes during each day they are alive, and raise the # necessary to lynch, diluting the scum's voting block.
I didn't account for the fact that they're also masons. :oops:
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Post Post #3079 (ISO) » Fri Dec 05, 2008 7:48 pm

Post by Lord Gurgi »

Xylthixlm wrote:
Adel wrote:
Xylthixlm wrote:It's closer to 0.5 of a townie.
how do you figure? A lover pair gets 2 votes during each day they are alive, and raise the # necessary to lynch, diluting the scum's voting block.
I didn't account for the fact that they're also masons. :oops:
Read: Gurgi was more right than Xyl.
(11:26:07 PM) thesheamuffin: I'm counting gurgi because I would probably make out with him if I were drunk enough
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Post Post #3080 (ISO) » Sat Dec 06, 2008 5:24 am

Post by animorpherv1 »

You know what I'd like to see?

2 people sharing one role (I mean 2 people getting the same cop).
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Post Post #3081 (ISO) » Sat Dec 06, 2008 8:00 am

Post by Caboose »

Tracker Mafia


3 Mafia Trackers (all sane)
3 Sane Trackers
2 Insane Trackers (follows target to random location)
2 Selfish Trackers (follows target to himself)
2 Paranoid Trackers (follows target to person that dies)
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Post Post #3082 (ISO) » Sat Dec 06, 2008 9:19 am

Post by animorpherv1 »

Thoughts on above:

Insane cops get opposite results, not random, so Insane trackers should get who targted that person.

If that doesn't work well, use Naive Trackers.

I think 3 sae Mafia trackers may be a bit much. Try making one of the paranoid.
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Post Post #3083 (ISO) » Sat Dec 06, 2008 4:19 pm

Post by Mr. Flay »

animorpherv1 wrote:You know what I'd like to see?

2 people sharing one role (I mean 2 people getting the same cop).
S'been done a couple times:
http://greylabyrinth.com/discussion/vie ... php?t=9891
http://www.mafiascum.net/forum/viewtopic.php?t=4007

Seemed to go over well. Also, I agree with you about Insane Trackers.
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Post Post #3084 (ISO) » Sat Dec 06, 2008 5:33 pm

Post by popsofctown »

Plum wrote: Pillar Mafia

(3) Mafia
(1) Cop
(1) Pillar of Healing
(1) Pillar of Poison
(7) Vanilla Town

The Pillar of Healing Doc-protects whoever targets it, and is town-aligned.
The Pillar of Poison NKs whoever targets it, and is a self-aligned SK.

The Mafia have one NK action per night (if it hits the Pillar of Poison, the one who sent the kill dies).

The Cop has one investigation action per night.

Each townie has one action per night, which only does anything if the townie targets either of the Pillars.

All night actions are compulsive. Day Start?

This way, I think, you can have a protective role and a Cop in the same game without actually having an overpowered Doc-Cop combo, because if the PoH claims, the Cop (after, I suppose, investigating the player in question) has the choice of giving himself a Doc protect or investigating. The SK and mafia may need a little balancing, though. Might be an interesting mechanic that the SK has as many kills as he's targeted with, be that five or none, and can't choose whom to kill. Too many mafia? I don't think so but have a nagging suspicion.
this looks cool. I nominate it. Although my nomination means nothing
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Post Post #3085 (ISO) » Sat Dec 06, 2008 6:01 pm

Post by Plum »

popsofctown wrote:
Plum wrote: Pillar Mafia

(3) Mafia
(1) Cop
(1) Pillar of Healing
(1) Pillar of Poison
(7) Vanilla Town

The Pillar of Healing Doc-protects whoever targets it, and is town-aligned.
The Pillar of Poison NKs whoever targets it, and is a self-aligned SK.

The Mafia have one NK action per night (if it hits the Pillar of Poison, the one who sent the kill dies).

The Cop has one investigation action per night.

Each townie has one action per night, which only does anything if the townie targets either of the Pillars.

All night actions are compulsive. Day Start?

This way, I think, you can have a protective role and a Cop in the same game without actually having an overpowered Doc-Cop combo, because if the PoH claims, the Cop (after, I suppose, investigating the player in question) has the choice of giving himself a Doc protect or investigating. The SK and mafia may need a little balancing, though. Might be an interesting mechanic that the SK has as many kills as he's targeted with, be that five or none, and can't choose whom to kill. Too many mafia? I don't think so but have a nagging suspicion.
this looks cool. I nominate it. Although my nomination means nothing
Thanks! I believe BlakAdder did actually give it a nom already, and I'll give it an unofficial tooting-my-own-horn nomination as well, for laughs and giggles (hey, I'd happily play it).
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Post Post #3086 (ISO) » Sat Dec 06, 2008 6:04 pm

Post by dahill1 »

Plum wrote:
popsofctown wrote:
Plum wrote: Pillar Mafia

(3) Mafia
(1) Cop
(1) Pillar of Healing
(1) Pillar of Poison
(7) Vanilla Town

The Pillar of Healing Doc-protects whoever targets it, and is town-aligned.
The Pillar of Poison NKs whoever targets it, and is a self-aligned SK.

The Mafia have one NK action per night (if it hits the Pillar of Poison, the one who sent the kill dies).

The Cop has one investigation action per night.

Each townie has one action per night, which only does anything if the townie targets either of the Pillars.

All night actions are compulsive. Day Start?

This way, I think, you can have a protective role and a Cop in the same game without actually having an overpowered Doc-Cop combo, because if the PoH claims, the Cop (after, I suppose, investigating the player in question) has the choice of giving himself a Doc protect or investigating. The SK and mafia may need a little balancing, though. Might be an interesting mechanic that the SK has as many kills as he's targeted with, be that five or none, and can't choose whom to kill. Too many mafia? I don't think so but have a nagging suspicion.
this looks cool. I nominate it. Although my nomination means nothing
Thanks! I believe BlakAdder did actually give it a nom already, and I'll give it an unofficial tooting-my-own-horn nomination as well, for laughs and giggles (hey, I'd happily play it).
can't the PoH+cop just claim, then all townies just target the PoH for an easy win
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Post Post #3087 (ISO) » Sat Dec 06, 2008 6:13 pm

Post by Plum »

dahill1 wrote:
Plum wrote:
popsofctown wrote:
Plum wrote: Pillar Mafia

(3) Mafia
(1) Cop
(1) Pillar of Healing
(1) Pillar of Poison
(7) Vanilla Town

The Pillar of Healing Doc-protects whoever targets it, and is town-aligned.
The Pillar of Poison NKs whoever targets it, and is a self-aligned SK.

The Mafia have one NK action per night (if it hits the Pillar of Poison, the one who sent the kill dies).

The Cop has one investigation action per night.

Each townie has one action per night, which only does anything if the townie targets either of the Pillars.

All night actions are compulsive. Day Start?

This way, I think, you can have a protective role and a Cop in the same game without actually having an overpowered Doc-Cop combo, because if the PoH claims, the Cop (after, I suppose, investigating the player in question) has the choice of giving himself a Doc protect or investigating. The SK and mafia may need a little balancing, though. Might be an interesting mechanic that the SK has as many kills as he's targeted with, be that five or none, and can't choose whom to kill. Too many mafia? I don't think so but have a nagging suspicion.
this looks cool. I nominate it. Although my nomination means nothing
Thanks! I believe BlakAdder did actually give it a nom already, and I'll give it an unofficial tooting-my-own-horn nomination as well, for laughs and giggles (hey, I'd happily play it).
can't the PoH+cop just claim, then all townies just target the PoH for an easy win
PoH claiming will reult in PoH being killed by the mafia. Cop claiming is death unless he knows the identity of the PoH and the mafia don't; and in that case he has to choose between ensuring his survival or investigating and risk being killed by the mafia/targeting the PoP. Yeah?
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Post Post #3088 (ISO) » Sat Dec 06, 2008 6:56 pm

Post by dahill1 »

oops misread
for some reason i thought the PoH would be protected somehow
carry on then..


EDIT: another problem that rises to mind is that the SK has an even smaller chance of winning. more than usual, that is
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Post Post #3089 (ISO) » Sun Dec 07, 2008 3:49 am

Post by animorpherv1 »

How does the Pillar of Poison die? The only way it could normally be killed is the Mafia, but it can't.
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Post Post #3090 (ISO) » Sun Dec 07, 2008 4:19 am

Post by Plum »

animorpherv1 wrote:How does the Pillar of Poison die? The only way it could normally be killed is the Mafia, but it can't.
Lynch kills the PoP. It does seem the PoP might have (?) a smaller chance of winning, but then it's immune to both investigations and mafia kills. Then again, could coordinated townie-targets do it in? That might be a flaw there . . .
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Post Post #3091 (ISO) » Sun Dec 07, 2008 5:49 am

Post by Caboose »

OK, how's this?

Tracker Mafia


3 Mafia Trackers (all sane)
3 Sane Trackers
2 Naive Trackers (follows scum to random location instead of who was killed that night)
2 Selfish Trackers (follows target to himself)
2 Paranoid Trackers (follows target to person that dies)
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Post Post #3092 (ISO) » Sun Dec 07, 2008 7:24 am

Post by Natirasha »

Don't like dethy variations.
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Post Post #3093 (ISO) » Sun Dec 07, 2008 8:05 am

Post by shaft.ed »

Plum wrote:
animorpherv1 wrote:How does the Pillar of Poison die? The only way it could normally be killed is the Mafia, but it can't.
Lynch kills the PoP. It does seem the PoP might have (?) a smaller chance of winning, but then it's immune to both investigations and mafia kills. Then again, could coordinated townie-targets do it in? That might be a flaw there . . .
Yes I think a townie circle target will likely uncover the PoP.
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Post Post #3094 (ISO) » Sun Dec 07, 2008 8:07 am

Post by Lord Gurgi »

Lord Gurgi wrote:
Gurgi EC8


8 players:
2 Goons
0-3 Weak Cops (12.5%, 37.5%, 37.5%, 12.5%) (Dies upon investigating a goon)
3-6 Townies

Ether and Xyl helped.
(11:26:07 PM) thesheamuffin: I'm counting gurgi because I would probably make out with him if I were drunk enough
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Post Post #3095 (ISO) » Sun Dec 07, 2008 8:09 am

Post by Plum »

shaft.ed wrote:
Plum wrote:
animorpherv1 wrote:How does the Pillar of Poison die? The only way it could normally be killed is the Mafia, but it can't.
Lynch kills the PoP. It does seem the PoP might have (?) a smaller chance of winning, but then it's immune to both investigations and mafia kills. Then again, could coordinated townie-targets do it in? That might be a flaw there . . .
Yes I think a townie circle target will likely uncover the PoP.
Hmmm. Think, think . . .
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Post Post #3096 (ISO) » Sun Dec 07, 2008 2:21 pm

Post by BlakAdder »

Immunity Mafia wrote: 26 players. 2 Mafias of 3 players each, 1 SK, 19 Townies. Day Start.
Mafia 1:
- 2 Mafia Hitmen (immune to to roleblockers, kills aren't stopped by doc protects)
- Mafia Goon
Mafia 2:
- 2 Mafia Ninjas (cannot be investigated by trackers or watchers)
- Mafia Goon
Town:
- 0-1 Roleblocker
- 0-2 Doctors
- 0-1 Watcher
- 0-2 Trackers
- 0-1 Cop
- 0-1 Vig
- 11-19 Townies
Third-Party:
- SK (immune to one NK, investigates as innocent)
This is my first setup. Is it okay?
Game Record (W-L-T)
Town: 1-2-1
Mafia: 1-2-0
Third-party: 1-0-0
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Post Post #3097 (ISO) » Sun Dec 07, 2008 3:50 pm

Post by StrangerCoug »

BlakAdder wrote:
Immunity Mafia wrote: 26 players. 2 Mafias of 3 players each, 1 SK, 19 Townies. Day Start.
Mafia 1:
- 2 Mafia Hitmen (immune to to roleblockers, kills aren't stopped by doc protects)
- Mafia Goon
Mafia 2:
- 2 Mafia Ninjas (cannot be investigated by trackers or watchers)
- Mafia Goon
Town:
- 0-1 Roleblocker
- 0-2 Doctors
- 0-1 Watcher
- 0-2 Trackers
- 0-1 Cop
- 0-1 Vig
- 11-19 Townies
Third-Party:
- SK (immune to one NK, investigates as innocent)
This is my first setup. Is it okay?
Looks like you went overkill trying to spice up The New C9 if you ask me.
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Post Post #3098 (ISO) » Sun Dec 07, 2008 3:57 pm

Post by BlakAdder »

Huh. I hadn't noticed how similar they were. What if I took out the Cop, Vig, and SK?
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Third-party: 1-0-0
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Post Post #3099 (ISO) » Sun Dec 07, 2008 4:00 pm

Post by StrangerCoug »

Ax the doc too and I can see how it's an interesting setup.
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