[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #6075 (ISO) » Thu Jul 25, 2013 3:57 am

Post by JasonWazza »

Basically, someone with a 0 shouldn't be on your team, so, lynch them.

(same as 10's etc. really)
Returning win rate: 4/1, 80%
In the process of creating a game to mod, we will see what it holds.
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Post Post #6076 (ISO) » Thu Jul 25, 2013 4:02 am

Post by N »

In post 6071, IceGuy wrote:
Pick Your Partners


Pre-game

Before the game starts, every player (A) PMs the mod with a number for every other player (B). This number, a whole number between 0 and 10, reflects how much A would like to have B in their team. I.e. 0 = A says "I don't want B in my team at all", 10 = A says "I really want B in my team".

"Teams" are Mafia, Werewolves, Masons, VTs.

After all players have sent in their preferences, a script will select the teams to maximize preferences. If there are several possibilities that are equally good, one will be selected at random.

Setup

3 Mafia Goons (w/o kill, w/ daytalk)
2 Werewolves (w/ kill and daytalk)
2 Masons
6 VTs
I think it would be better to rank everyone (most want to be together to least) rather than rate them.
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Post Post #6077 (ISO) » Thu Jul 25, 2013 5:49 am

Post by IceGuy »

In post 6075, JasonWazza wrote:Basically, someone with a 0 shouldn't be on your team, so, lynch them.

(same as 10's etc. really)
In theory, yes. In practice, there are three factors that make it less easy:
- 0's and 10's get ignored if enough other preferences can be satisfied. I tested it with example data.
- They can be masons instead of VTs (or vice versa).
- Assuming all players reveal preferences, you only get seven correct preferences (scum will likely fake theirs), and you don't know which seven are correct.
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Post Post #6078 (ISO) » Thu Jul 25, 2013 7:21 am

Post by Mr. Flay »

I was semi-serious. I think it will be broken by prefclaim.
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Post Post #6079 (ISO) » Thu Jul 25, 2013 2:04 pm

Post by ferretlover »

Yay! I'm back!

Treezies

1 Scum
2 VT
X Tree Stumps

2 to Lynch

Scum tries to kill VTs, VTs try to kill scum. Ballots are secret.
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Post Post #6080 (ISO) » Thu Jul 25, 2013 2:06 pm

Post by LlamaFluff »

In post 6078, Mr. Flay wrote:I was semi-serious. I think it will be broken by prefclaim.
I agree. It can kinda be broken by that claim. Maybe not 100% but it can in part.
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Post Post #6081 (ISO) » Thu Jul 25, 2013 5:06 pm

Post by JasonWazza »

Executioner Mafia

3 X Town Executioner/1-shot Governor
4 X Vanilla Townie
1 X Mafia Executioner/1-shot Janitor
1 X Mafia 1-shot Day killer

Mechanics: Nightless
Role reveals are based on what's selected and is divided into the following
Alignment, Role Name Part 1, Role Name Part 2
At the end of each day there is a 48 hour period of Twilight between the lynch going through and the next day
Executioners pick either one of the 3 parts of the role reveal or to use their 1-shot ability

Town Executioners/1-shot Governors - The ability is to stop said lynch from going through, however upon doing this, the Executioner becomes esentually a Vanilla Townie
Mafia Executioner/1-shot Janitor- At any time this executioner may choose to instead of stopping the lynch, make it go through with NO Role information given, this overrides the Governors and the Governors will stay executioner's, however you STAY an executioner regardless

If role name part 1/2 aren't both gotten the name part will be "Vanilla" or "Townie" regardless.

The idea is that the Mafia Executioner still has to pick something to reveal, in mass claim this game is not broken because of the day killer.
Returning win rate: 4/1, 80%
In the process of creating a game to mod, we will see what it holds.
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Post Post #6082 (ISO) » Thu Jul 25, 2013 5:16 pm

Post by N »

I don't understand.
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Post Post #6083 (ISO) » Thu Jul 25, 2013 5:27 pm

Post by Amrun »

wut
I survived
Tigerpocalypse 2011


Fusion Mafia, ongoing now.
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Post Post #6084 (ISO) » Thu Jul 25, 2013 11:57 pm

Post by Cheery Dog »

In post 6074, IceGuy wrote:
In post 6073, Cheery Dog wrote:So attempt to lynch everyone you gave a 0?
I don't understand.
My strategy starting a game like that, would assuming the vts team works the same, and I drew vt - lynch the people I gave low scores to on the belief it makes them not on my team.

(unless you just meant masons as a team, in which case it possiblity wouldn't work as a strategy)
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Post Post #6085 (ISO) » Fri Jul 26, 2013 12:15 am

Post by Grimgroove »

But what if the people that you gave a zero, gave you a ten? Resulting in a 5, which could still be higher than other combinations.
Same the other way around, someone you gave a ten could have given you a zero, making it not necessarily so you're on the same team because the resulting 5 could be lower than other combinations.
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Post Post #6086 (ISO) » Fri Jul 26, 2013 12:58 am

Post by IceGuy »

In post 6084, Cheery Dog wrote: (unless you just meant masons as a team, in which case it possiblity wouldn't work as a strategy)
Masons are a team too, yes.
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Post Post #6087 (ISO) » Fri Jul 26, 2013 12:34 pm

Post by ferretlover »

What about my idea?
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Post Post #6088 (ISO) » Mon Jul 29, 2013 11:16 am

Post by Voodoo Lady »

Police Infiltration

1x Mafia Investigator
1x Mafia Roleblocker
1x Mafia Forger

10x Cop

In addition to their nightkill, the Mafia may use one of their powers each night.

The Investigator can determine the sanity of the player of their choice.
The Roleblocker does exactly what it says on the tin.
The Forger gives the player they target the alignment of their choice for that night.

Prior to the start of the game, for each cop, roll a D6. This determines that cop's sanity.

1 - Sane. Returns results as normal.
2 - Insane. Returns the opposite of the normal result.
3 - Naive. Always returns Innocent.
4 - Paranoid. Always returns Guilty.
5 - Wannabe. Returns whatever result the target returned. If the target did not receive an Innocent/Guilty result, they receive No Result.
6 - Inconclusive. Always returns No Result.

Cops are not alerted to their sanities prior to the start of the game.
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Post Post #6089 (ISO) » Mon Jul 29, 2013 11:45 am

Post by Zaicon »

How would town play that? The cop results are seemingly useless, considering an unknown sanity and the Mafia abilities. Unlike Dethy, where the sanities are set and not individually randomized, I don't see any possible way the cop results are useful here (and town has no abilities to determine sanity).
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Post Post #6090 (ISO) » Mon Jul 29, 2013 12:19 pm

Post by Guyett »

you should have an open set up where people know there is say
3 sane
3 insane
1 naive
1 paranoid
1 wannabe
1 inconclusive

then once you have your 10 cops randomise the list and the first 3 are sane, next 3 are insane ect
I think a lot about meteors. The purity of them. Boom! The end. Start again. The world made clean for the new man to rebuild.
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Post Post #6091 (ISO) » Mon Jul 29, 2013 12:26 pm

Post by saulres »

I'll just leave this here.
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Post Post #6092 (ISO) » Mon Jul 29, 2013 3:31 pm

Post by Cheery Dog »

Sounds like a fancy mountain.
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Post Post #6093 (ISO) » Mon Jul 29, 2013 3:59 pm

Post by Karnage »

Docs and Blocks Mafia version 2


9 Players

Setup:
  • 3 Mafia Goons
  • 2-4 Town Doctors
  • 2-4 Town Roleblockers
Mechanics
  • Day Start.
  • The Mod randomizes how many Docs and Blocks there are: 1/3rd chance of a 2/4, 3/3 or 4/2 split each.
  • Mafia are told pregame exactly how many Docs and Blocks exist in the setup, but not who they are.
Borrowed a lot from Diffusion of Power. Maf knowing how may of each would help with fakeclaiming but I don't know if a massclaim would still break the game. And 33% maf may be too unbalanced?
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Post Post #6094 (ISO) » Mon Jul 29, 2013 4:27 pm

Post by Cheery Dog »

With the amount of kill stopping available, it's likely to have a lot of no kills, so I think 33% mafia works.
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Post Post #6095 (ISO) » Mon Jul 29, 2013 5:06 pm

Post by Rob14 »

Cult Vengeful:


5 players

Setup:
- 1 One-shot Cult Recruiter
- 4 Vanilla Townies

Mechanics:
- Day Start
- On Day 1, if a Vanilla Townie is lynched, they get a vengeful shot.
- The vengeful shot resolves BEFORE the cult recruitment. If the cult recruiter is killed, for instance, their recruitment does not go through.

I ran the numbers on chances of winning in this setup and, discounting the possibility of a no lynch, there is a 53.333% chance of a cult recruiter win. I play-tested this setup on Skype with some Scummers, and it was well-received. Any questions, just ask.
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Post Post #6096 (ISO) » Tue Jul 30, 2013 1:15 am

Post by Plessiez »

In post 6095, Rob14 wrote:Any questions, just ask.
Why one-shot?

(Or, to put it another way: does the recruiter win automatically if there is only one other player left alive? Because if the answer to that is "yes" then being one-shot doesn't seem to be a meaningful restriction (and if it's "no", then who does win?).
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Post Post #6097 (ISO) » Tue Jul 30, 2013 2:59 am

Post by JasonWazza »

By my understanding it's a MYLO situation by default.

So in other words, town has 2/5 chance of winning by my count.
Returning win rate: 4/1, 80%
In the process of creating a game to mod, we will see what it holds.
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Post Post #6098 (ISO) » Tue Jul 30, 2013 3:03 am

Post by Cheery Dog »

Does the cult-recruiter just give someone else a win as cult?
I guess there's the small possibility that whoever would have been culted died before it gets done, but for whoever is being recruited doesn't actually act as cult?
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Post Post #6099 (ISO) » Tue Jul 30, 2013 3:05 am

Post by JasonWazza »

Actually the above is a good point, death happens before recruitment thus the dead guy could be either the cult recruit or the cult recruiter.

But given that knowledge it should still be a 2/5 chance, as the cult-recruiter should just recruit the dead guy's biggest town read/not recruit his scum read.
Returning win rate: 4/1, 80%
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