[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #6400 (ISO) » Mon Oct 21, 2013 2:41 pm

Post by F-16_Fighting_Falcon »

In post 6396, Albert B. Rampage wrote:Mafia cupid needs to fakeclaim. Nobody knows that he's the cupid except scum, not even the lovers.
But when he creates a lover pair and starts talking at night, wouldn't the lover know that he is the cupid?

I am probably completely missing something. I am assuming the lovers have a private QT to talk.
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Post Post #6401 (ISO) » Mon Oct 21, 2013 3:28 pm

Post by Oversoul »

Llama, how does the Junkie work? A roleblocker or vanillizer?
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Post Post #6402 (ISO) » Mon Oct 21, 2013 10:42 pm

Post by Leafsnail »

Trouble Communicating seems a bit weak to meta reasoning. Like if someone stated they'd always protect the top two townies on the list or something.
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Post Post #6403 (ISO) » Tue Oct 22, 2013 1:28 am

Post by Bicephalous Bob »

How about this:

1 Mafia Gunbearer
1 Mafia Weak Compulsive Double The Dose Doctor Backup Gunbearer
1 Mafia Weak Compulsive Double The Dose Doctor Backup Backup Gunbearer

6 Vanilla Townies
1 Tracker
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Post Post #6404 (ISO) » Tue Oct 22, 2013 1:31 am

Post by Mr. Flay »

Superswingy.
I'm not sure it needs boosting, as the chance for crosskills is pretty high.
n/m, they just can't communicate.

Town probably benefits from lynching randomly here. As mentioned, lists or really posts at all will be more helpful to scum than town.
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Post Post #6405 (ISO) » Tue Oct 22, 2013 9:15 am

Post by Bicephalous Bob »

Thanks for the input! One last try:

1 Mafia Gunbearer
1 Mafia Weak Compulsive Double Dose Faith Healer Backup Gunbearer
1 Mafia Weak Compulsive Double Dose Faith Healer Backup Backup Gunbearer

7 Vanilla Townies
1 Town Voyeur (finds out which action(s) is/are performed on his target)

The Faith Healers have a 75% chance of protecting their targets. If both Faith Healers target the same person, the protection fails.

The Voyeur can murder meta and confirm townies.
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Post Post #6406 (ISO) » Tue Oct 22, 2013 9:17 am

Post by pieguyn »

well it's almost the 3 month mark for me and mith has preemptively told me my offsite experience is "probably fine" so I was trying to think of a setup to host

so I was thinking about Random Cops because I think the whole principle of the role is hilarious..yeah that might make me a bastard mod :P but I was trying to come up with a viable setup using a Random Cop, and I came up with this.

Don't Follow the Cop

2 - Mafia Goon
1 - Sane Cop
1 - Random Cop
1 - Doctor
4 - Vanilla Townies

where the cops don't know their sanities, and sanity isn't revealed on flip.

I don't think any setup like this using a Random Cop exists, correct me if I'm wrong. at first look it seems balanced enough but I don't want there to be any chance of this being broken <_>

can someone pls give thoughts on this? :3
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Post Post #6407 (ISO) » Tue Oct 22, 2013 9:34 am

Post by JacobSavage »

Isn't that just slightly more crazy dethy...

surely Cop's just investigate the same person twice and if they get the same result they are "probably" sane.
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Post Post #6408 (ISO) » Tue Oct 22, 2013 9:59 am

Post by pieguyn »

then town ends up only having 1 person investigated defeating the whole point of having a cop

or mafia can just NK one of the cops and no one will ever know for sure the other cop is sane ~

I don't think it's possible to completely solve the game like in Dethy based on cop results, since there's a random cop and there's only 2 cops with 9 players.
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Post Post #6409 (ISO) » Tue Oct 22, 2013 10:27 pm

Post by callforjudgement »

Slightly more randomness is what Dethy needs. The setup's pretty popular, but also broken in town's favour, so it just needs some way to inject extra confusion to become a good setup.

One potential way to break it would be if town collectively voted on cop targets day 1, aiming both cops at the scummiest person they don't lynch. Day 2, the cops claim. If they get the same result (50% chance), now you have a confirmed townie or a confirmed scum, but don't know which. If they get opposite results, you lynch their target (they were looking scummy anyway, right?), discovering which cop is the sane cop, then the Doctor starts protecting them for the rest of the game. I'm not convinced that that strategy would be any more effective than just playing normally, though; there's a lot that can go wrong. (Not to mention the chance of the scum fakeclaiming cop.)

The other thing to note is that it's an Open with a bunch of power roles, meaning that even if town don't do anything with their power roles at all, it's effectively a setup with 3 Innocent Children if town simply massclaim, unless scum decide to fakeclaim Cop (which gives a bunch of confirmations in a different way). That puts a 2:9 setup at a bit more townsided than I'd want, on top of the chance that town actually manage to accomplish something with the power roles. I'm not sure how easy that is to fix, though.

(EDIT: I meant 2:7, not 2:9.)
Last edited by callforjudgement on Thu Oct 24, 2013 2:47 am, edited 1 time in total.
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· scam · seam · team · term · tern · torn ·
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Post Post #6410 (ISO) » Wed Oct 23, 2013 7:33 pm

Post by pieguyn »

yeah that's the main problem I foudn with the setup :cry:

just massclaiming already outs 3 townies. mb putting more players in (3 goons and 3 PRs with 11 players) can help to solve it a bit?

that strategy would work but there's a lot that could go wrong indeed, so it's probably something that could be testedto see how viable it really is
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Post Post #6411 (ISO) » Wed Oct 23, 2013 7:48 pm

Post by JasonWazza »

Possible solution: Make only the sane cop Macho.
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 #6412 (ISO) » Thu Oct 24, 2013 6:15 am

Post by Bicephalous Bob »

Crazier solution: give all power roles the same cop/doc role PM. Return random results to both the random cop and the doctor. This would make fakeclaiming easier.
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Post Post #6413 (ISO) » Thu Oct 24, 2013 3:39 pm

Post by pieguyn »

In post 6411, JasonWazza wrote:Possible solution: Make only the sane cop Macho.
oo I like

only problem I can see with that is if a successful protect on a cop occurs, everyone knows it's the random cop. also if the doctor targets a cop and then that cop dies, then the remaining cop is random. half the fun is not knowing which cop is which :D


Bicephalous Bob wrote:Crazier solution: give all power roles the same cop/doc role PM. Return random results to both the random cop and the doctor. This would make fakeclaiming easier.
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Post Post #6414 (ISO) » Fri Oct 25, 2013 9:47 pm

Post by JasonWazza »

In post 6413, pieguyn wrote:
In post 6411, JasonWazza wrote:Possible solution: Make only the sane cop Macho.
oo I like

only problem I can see with that is if a successful protect on a cop occurs, everyone knows it's the random cop. also if the doctor targets a cop and then that cop dies, then the remaining cop is random. half the fun is not knowing which cop is which :D
How does anyone know it was a successful cop protect?

Yes Doctor can confirm the cops, on the off chance, but you risk that happening anyway, this just nullifys a follow the cop situation arising, it also makes it less likely for a massclaim of any kind to happen early on.
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Post Post #6415 (ISO) » Sat Oct 26, 2013 2:41 am

Post by Wake1 »

Once I host my first game in Open Setup on, iirc, Nov 3rd, could I choose to run a
Rebels in the Palace
setup?
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Post Post #6416 (ISO) » Sat Oct 26, 2013 2:42 am

Post by Wake1 »

I want to create a popular Open Setup structure that becomes a part of standard Mafia play.

Factions are complex, and neat. The game in Open Setup would have 21 players.

The possibilities on what could be in this game are immense. But, once made, I want the setup to be permanent. ...I think Neutral factions with very certain wincons would be allowed in the Open Setup forum. One thing that sounds fun is having a Lyncher and a Lynchee, and only the Lyncher knows the Lynchee; however, the Lynchee can't be NK'd and is totally neutral along with the Lyncher. I'm also tinkering with the idea of a Serial Killer that's Bulletproof and is a Godfather... but can't kill anyone... so has to rely heavily on its wit.


Slot 1 ~ Lyncher (Wins when gets Lynchee lynched. Not part of Town.)
Slot 2 ~ Lynchee (Loses when lynched by Lyncher, wins when Lynchee dies; can't be NK'd. Not part of Town.)
Slot 3 ~ Serial Killer (Buffed with NK and investigation immunity, but can't kill anything)
Slot 4 ~ Neutral Faction A (Must kill factions B & C to win) (Doesn't need to kill Town or Scum) (Roleblocker/Doc/Tracker)
Slot 5 ~ Neutral Faction A (Must kill factions B & C to win) (Doesn't need to kill Town or Scum) (Roleblocker/Doc/Tracker)
Slot 6 ~ Neutral Faction B (Must kill factions A & C to win) (Doesn't need to kill Town or Scum) (Roleblocker/Doc/Tracker)
Slot 7 ~ Neutral Faction B (Must kill factions A & C to win) (Doesn't need to kill Town or Scum) (Roleblocker/Doc/Tracker)
Slot 8 ~ Neutral Faction C (Must kill factions A & B to win) (Doesn't need to kill Town or Scum) (Roleblocker/Doc/Tracker)
Slot 9 ~ Neutral Faction C (Must kill factions A & B to win) (Doesn't need to kill Town or Scum) (Roleblocker/Doc/Tracker)
Slot 10 ~ Team A Mafia Goon
Slot 11 ~ Team A Mafia Roleblocker
Slot 12 ~ Team B Mafia Goon
Slot 13 ~ Team B Mafia Roleblocker
Slot 14 ~ Town Cop
Slot 15 ~ Town Doctor
Slot 16 ~ Town Jailkeeper
Slot 17 ~ Town Roleblocker
Slot 18 ~ Vanilla Townie
Slot 19 ~ Vanilla Townie
Slot 20 ~ Vanilla Townie
Slot 21 ~ Vanilla Townie

I'm not sure what to do if/when one of the three factions win. I Suppose they could keep playing, and decide whether to go after Town or Scum... or maybe I'd just have them win and then exit the game. I dunno. No faction can use two Doc/Cop/Tracker abilities during the same Night. One member of faction A can roleblock someone while the other investigates someone, but they can't both use the same ability; they can't NK, either.

What do you guys think? I really like factional gameplay.
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Post Post #6417 (ISO) » Sat Oct 26, 2013 3:54 am

Post by Antihero »

A few things:
1) Just to be clear, who has a kill and who doesn't?
2) The "SK" is actually a survivor. This is a universally hated role, and for good reason: it sucks.
3) You have an awful lot of roleblocking capabilities. You have a plan for how to resolve all those in the event of a roleblocking chain?
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Post Post #6418 (ISO) » Sat Oct 26, 2013 3:56 am

Post by Wake1 »

1) Both of the Mafia teams.

2) Hm, I hadn't thought of that. I'd give it a NK at the cost of either NK or investigation immunity.

3) Priority. Sort of like how chains would resolve in past Yu-Gi-Oh! play.
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Post Post #6419 (ISO) » Sat Oct 26, 2013 11:03 am

Post by Bicephalous Bob »

If one faction is on fire and they are about to murder the last one of their opponents, he can just truthfully claim and the third party people will make sure he won't get lynched. This is a result of town being the minority.

If everyone knew everyone's role in this setup, no-one except the serial killer would get lynched.
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Post Post #6420 (ISO) » Sat Oct 26, 2013 11:50 am

Post by Wake1 »

I don't quite understand the first segment of your post...

The second part I don't quite see eye-to-eye on, either.
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Post Post #6421 (ISO) » Sat Oct 26, 2013 1:02 pm

Post by Antihero »

Oh, yeah, wake. For it to be an uninformed majority, it does have to, in fact, be a
majority
. This is less a game of mafia and more a game of dodge ball.

Not sure how to fix that besides tell you to pare down the factions... :p
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Post Post #6422 (ISO) » Sat Oct 26, 2013 1:03 pm

Post by Wake1 »

...

I try tackling these original setups later. It's tiresome, lol.
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Post Post #6423 (ISO) » Sat Oct 26, 2013 1:04 pm

Post by Wake1 »

Then again, it's probably because I've been up for 56 hours straight doing intermittent back-to-back 16-hour in-home caregiving/CNA shifts.
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Post Post #6424 (ISO) » Sat Oct 26, 2013 2:33 pm

Post by pieguyn »

In post 6414, JasonWazza wrote:
In post 6413, pieguyn wrote:
In post 6411, JasonWazza wrote:Possible solution: Make only the sane cop Macho.
oo I like

only problem I can see with that is if a successful protect on a cop occurs, everyone knows it's the random cop. also if the doctor targets a cop and then that cop dies, then the remaining cop is random. half the fun is not knowing which cop is which :D
How does anyone know it was a successful cop protect?

Yes Doctor can confirm the cops, on the off chance, but you risk that happening anyway, this just nullifys a follow the cop situation arising, it also makes it less likely for a massclaim of any kind to happen early on.
good point

still not sure if it's too many PRs to have 3 claimable PRs in a 9 man game. I could just remove the doctor, but then I can't call it "Don't Follow the Cop" :P

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