[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #5675 (ISO) » Tue Apr 02, 2013 3:07 pm

Post by GuyInFreezer »

First attempt making a setup.

Mafia Tracker
Mafia Goon
Mafia 1-shot Vanilarizer
Town Roleblocker
Town Cop
Town Bodyguard
Vanilla Townie x4

Any comments?
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Post Post #5676 (ISO) » Tue Apr 02, 2013 3:08 pm

Post by LlamaFluff »

Massclaim D1 almost breaks it.
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Post Post #5677 (ISO) » Tue Apr 02, 2013 3:17 pm

Post by GuyInFreezer »

Ah I see. Any tips to prevent massclaim breaking?
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Post Post #5678 (ISO) » Tue Apr 02, 2013 3:19 pm

Post by Ineffective »

Only way the game can end n1 is mechanical stupidity via hiding n1.

Also town actions.. Or even all actions could be disabled n1.

Rough idea tinkering with modifiers. Looking to make a mechanical wifom based setup
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Post Post #5679 (ISO) » Tue Apr 02, 2013 3:22 pm

Post by Faraday »

Less unique power roles. Don't think it breaks it here, though. It's still 7:3 which is hard on town. Day 2 lylo means they have to massclaim somewhat day 1 due to avoiding the icky "I'm the cop" stuff on Day 2. (Best to estatblish it day 1 - he'll get a result either way)

When does vanilliser resolve? After the night? So the cop would still get his results. Town are probably best claiming "PR" or "Not PR", day 1 I think? (At least initially). Scum should kill one and vanillise the other. Meh. Mafia tracker is effectively useless, really.
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Post Post #5680 (ISO) » Tue Apr 02, 2013 3:44 pm

Post by Ineffective »

In post 5675, GuyInFreezer wrote:First attempt making a setup.

Mafia Tracker
Mafia Goon
Mafia 1-shot Vanilarizer
Town Roleblocker
Town Cop
Town Bodyguard
Vanilla Townie x4

Any comments?


Would be balanced with game related pms allowed imo

Cop can pm inno to take private claims or roleblocker can claim and claims can be sent to him to prevent. cop being vanillad n2

Bg claim can be instucted to be on the claim taker or on the cop in pm

Not broken... plent of counterplay for either side in almost any situation
Last edited by Ineffective on Tue Apr 02, 2013 3:48 pm, edited 1 time in total.
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Post Post #5681 (ISO) » Tue Apr 02, 2013 3:47 pm

Post by BBmolla »

For the record, commonly agreed balance here is 10:3, town:mafia

My number one complaint about the setup is it doesn't do anything particularly interesting and would probably work better as a closed with 3 more VTs.

My two cents.
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Post Post #5682 (ISO) » Tue Apr 02, 2013 3:50 pm

Post by Ineffective »

In post 5681, BBmolla wrote:For the record, commonly agreed balance here is 10:3, town:mafia

My number one complaint about the setup is it doesn't do anything particularly interesting and would probably work better as a closed with 3 more VTs.

My two cents.

Even when there are as many known prs as mafia? 10:3? Is this because of the voting system?
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Post Post #5683 (ISO) » Tue Apr 02, 2013 3:52 pm

Post by BBmolla »

Ask Faraday I'm just talking out my ass
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Post Post #5684 (ISO) » Tue Apr 02, 2013 4:03 pm

Post by Faraday »

idk i don't think the set-ups retardedly unbalanced completely with the high number of unique pr's. It doesn't seem that fun though. mafia tracker is useless when day 1 massclaim is optimal for town and i'm not sure what utility it serves?. town basically need the cop to get a scan here - so they need the bg on him night 1. i'd probably still expect the scum to win more than average just b/c I think 3 scum is a powerful voting block in such a small game.
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Post Post #5685 (ISO) » Tue Apr 02, 2013 4:06 pm

Post by Faraday »

In post 5682, Ineffective wrote:Even when there are as many known prs as mafia? 10:3? Is this because of the voting system?

Idk, what's the ratio usually for an EM game? 5:2, 7:2 are all fairly common here for the semi open newbie set-up. But yeah anything with 3 scum is usually 10 town unless there's a high concentration of pr's. A closed normal will generally have 3-4 pr's (although some are pretty weak shit like neighbouriser and scum will have a pr or 2 to offset them), it varies depending on opens.
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Post Post #5686 (ISO) » Tue Apr 02, 2013 4:16 pm

Post by BBmolla »

EM is normally d2 MYLO/LYLO. Or d1. Setups with 9 players and 3 scum are fairly common.
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Post Post #5687 (ISO) » Tue Apr 02, 2013 4:23 pm

Post by Ineffective »

1 cult recruiter

1 diviner (knows cult recruiter and all cult members as soon as they are culted. Counts toward cult:town ratio as cult.
Wins in place of cult if not culted/lynchedbefore cult win
)

1 cleric (if targeting the same person as cult recruiter, target dies as town. Cannot be culted.)
1 martyr (can kill himself day or night to reveal the role of another player)
7 town vanilla




Cult not only have to shield their leader, but in a twist of gameplay, they actually have to scumhunt the oposition, the deviner

Game related pms allowed regardless of current alignment. Said pms may be referenced in game (eg. Unclaimed cleric gets a pm from cult attempting to co-opt him --- cleric cannot be culted and outs the pm) .

if cult recruiter is lynched: cult may no longer recruit, but remain alive to try to win by lynching. in night actions martyrs self kill comes first, so if he is culted. On the same night he dies as town
Last edited by Ineffective on Thu May 02, 2013 10:01 pm, edited 3 times in total.
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Post Post #5688 (ISO) » Tue Apr 02, 2013 4:27 pm

Post by GuyInFreezer »

Instead of PM, we use QT here.
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Post Post #5689 (ISO) » Tue Apr 02, 2013 4:29 pm

Post by Ineffective »

Educate me im so noob idonteven
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Post Post #5690 (ISO) » Tue Apr 02, 2013 4:30 pm

Post by Ineffective »

But ya anything that facilitates private conversations is fine ofc
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Post Post #5691 (ISO) » Tue Apr 02, 2013 4:31 pm

Post by Faraday »

Does the diviner know the original cult leader (I assume the cult leader doesn't know the diviner initially)

edit: never mind read the second part of the diviner win con wrong initially.
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Post Post #5692 (ISO) » Tue Apr 02, 2013 4:33 pm

Post by Ineffective »

Looking up qt rn

@faraday yes. Diviner knows cult recruiter, cult has to scumhunt deviner based on knowledge tells
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Post Post #5693 (ISO) » Tue Apr 02, 2013 4:34 pm

Post by Ineffective »

Hosted this in a small forum once it turned out p cool
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Post Post #5694 (ISO) » Tue Apr 02, 2013 4:36 pm

Post by Faraday »

I kind of like that, gives the cult something to do other than just look town tells and recruit people for an easy win. Night start or Day Start? For a cult set-up I don't hate it. Diviner role seems fun to play too.

Seems like qt wouldn't work as well for that. Pm's/Aim/Skype or w/e works best for that type of communication.
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Post Post #5695 (ISO) » Tue Apr 02, 2013 4:39 pm

Post by Ineffective »

Daystart would be best to prevent the setup breaker of culted diviner n1
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Post Post #5696 (ISO) » Tue Apr 02, 2013 4:44 pm

Post by Ineffective »

Also, thank you.

Im in love/ hate with cult and wanted roles to interact with them to make games more fun.
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Post Post #5697 (ISO) » Tue Apr 02, 2013 9:20 pm

Post by TehBrawlGuy »

I'm toying with an idea, but I'd like feedback on it before I move forward to balancing it. Essentially, while I like multiball, it's far too swingy. This is my aim at creating something that feels a little like multiball, without being as crazy due to crosskills.

2 scumteams of 2, both teams win/lose together. Both have a factional kill. The twist? Both also have a factional cop, and may also choose each night to not kill in return for being able to cop twice. The factional kills will kill a mafia member.

As far as other roles, I definitely want to see a Town Tailor. Maybe Town faction-specific cops as well, although I love the idea of Town Tailor + Scum copping and not much else.
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Post Post #5698 (ISO) » Wed Apr 03, 2013 12:32 am

Post by Ineffective »

o_0 i love crazy setups but this sounds..... crazy
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Post Post #5699 (ISO) » Wed Apr 03, 2013 1:10 am

Post by Ineffective »

In post 5687, Ineffective wrote:1 cult recruiter
1 diviner (knows all cult members as soon as they are culted. Counts toward cult:town ratio as cult. Wins in place of cult if not culted/lynchedbefore cult win)
1 cleric (if targeting the same person as cult recruiter, target dies as town. Cannot be culted.)
1 martyr (can kill himself day or night to reveal the role of another player)
7 town vanilla

Game related pms allowed. if cult recruiter is lynched cult may no longer recruit, but remain alive to try to win by lynching
forgot to mention that if martyr self kills same night as culted, the humane thing to do would be kill him as town.

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