[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #6675 (ISO) » Tue Dec 31, 2013 2:28 pm

Post by FakeGod »

In post 6674, Aegor wrote:
In post 6673, Cabd wrote:literally none of those are playable, so uh good job?
I would totally play Enforcer Outpost.
Ehhh Double Cop is probably more fun than that tbh.

Double Cop isn't really a fun setup either.
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Post Post #6676 (ISO) » Wed Jan 01, 2014 1:34 pm

Post by FakeGod »

I have a question for you guys.

Say there is no limit on how many people town is allowed to lynch per day. (days are only limited by time)

However, the lynch flips are delayed until the day phase ends.

Is this a buff to town?
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Post Post #6677 (ISO) » Wed Jan 01, 2014 1:41 pm

Post by Empking »

In post 6676, FakeGod wrote:I have a question for you guys.

Say there is no limit on how many people town is allowed to lynch per day. (days are only limited by time)

However, the lynch flips are delayed until the day phase ends.

Is this a buff to town?
Yes.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #6678 (ISO) » Wed Jan 01, 2014 1:53 pm

Post by FakeGod »

How much of a buff?
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Post Post #6679 (ISO) » Wed Jan 01, 2014 1:54 pm

Post by Oversoul »

Definitely as much as a Double day I would say, even if it is delayed.
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Post Post #6680 (ISO) » Wed Jan 01, 2014 1:55 pm

Post by Empking »

In post 6678, FakeGod wrote:How much of a buff?
It depends on the rest of the set up, but I can't imagine it ever being merely a weak buff.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #6681 (ISO) » Wed Jan 01, 2014 2:55 pm

Post by Cheery Dog »

In post 6676, FakeGod wrote:I have a question for you guys.

Say there is no limit on how many people town is allowed to lynch per day. (days are only limited by time)

However, the lynch flips are delayed until the day phase ends.

Is this a buff to town?
I believe there is a mechanic that has been used that does this called light's out.
I know I played one offsite (and town deciding to play with one lynch a day there failed epically)
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Post Post #6682 (ISO) » Fri Jan 03, 2014 2:55 am

Post by Nachomamma8 »

Baby Genius (9p)

Mafia Goon x2 (Factional Rolecop, can be used every night in addition to the kill)
Babysitter (protects from nightkill unless the babysitter would die that night, in which case the babysitter kills the player it's targeting instead)
Cop
VT x5

I wanted to make a basic setup centered around the babysitter role, and this is what came to mind. Babysitter plays around with interesting WIFOM wondering when they will be killed, scum has interesting WIFOM around when to kill the babysitter. Seems a little town sided (cop claims Day 1 --> no lynch, result, no lynch, etc) until cop dies, but not allowing the town to no lynch doesn't seem very graceful, considering babysitter will put them on evens. I like the idea of a compulsive babysitter.
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Post Post #6683 (ISO) » Fri Jan 03, 2014 7:11 am

Post by RedCoyote »

Nacho, would if the babysitter is targeted, would the babysitter kill their target in addition to the babysitter dying or instead of? I think it's the latter, but just checking to make sure. It sounds like a lot of fun.

I think an early Cop claim is risky in that scenario you predicted, but, yeah, it probably would be the best town strategy. Maybe make it an odd-day Cop? Or, hell, make it a Tracker instead.
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Post Post #6684 (ISO) » Fri Jan 03, 2014 7:30 am

Post by F-16_Fighting_Falcon »

I think the cop makes the town very powerful. I agree with the tracker suggestion - or maybe something weaker than a cop. Seems like an amazing setup. I want to pre-in when you run it.
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Post Post #6685 (ISO) » Fri Jan 03, 2014 10:07 am

Post by Archetype »

WIFOM
9 player setup. Semi-Open.

2 Mafia

7 Town


Mafia:

Goon A
Goon B

Town:

6 Vanilla
1 Alignment Cop

50% chance of each of the following “Modifications” being applied to the setup:


Modification 1
- Goon B -> Rolestopper
- Vanilla Townie -> Doctor

Modification 2
- Mafia get a factional “Tracker” each night
- Vanilla Townie -> Town Backup

Modification 3
- Goon A -> Godfather
- Vanilla Townie -> Tracker

Modification 4
- Goon B -> Ninja
- Vanilla Townie -> Roleblocker

Modification 5
- Mafia get factional “Daychat”
- Vanilla Townie -> 1-shot Bulletproof

Modification 6
- Goon A -> Roleblocker
- Vanilla Townie -> Watcher

Day start. Mafia can kill in addition to any powers they may have


This setup is basically an attempt to:

1. Have a setup that can range from near Mountainous to Role Madness
2. Not always believe the Power Roles

Thoughts?
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Post Post #6686 (ISO) » Fri Jan 03, 2014 11:06 am

Post by N »

In post 6683, RedCoyote wrote:Nacho, would if the babysitter is targeted, would the babysitter kill their target in addition to the babysitter dying or instead of? I think it's the latter, but just checking to make sure. It sounds like a lot of fun.

I think an early Cop claim is risky in that scenario you predicted, but, yeah, it probably would be the best town strategy. Maybe make it an odd-day Cop? Or, hell, make it a Tracker instead.
If it's instead of, the babysitter becomes unkillable.
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Post Post #6687 (ISO) » Fri Jan 03, 2014 2:26 pm

Post by BBmolla »

In post 6682, Nachomamma8 wrote:
Baby Genius (9p)

Mafia Goon x2 (Factional Rolecop, can be used every night in addition to the kill)
Babysitter (protects from nightkill unless the babysitter would die that night, in which case the babysitter kills the player it's targeting instead)
Cop
VT x5

I wanted to make a basic setup centered around the babysitter role, and this is what came to mind. Babysitter plays around with interesting WIFOM wondering when they will be killed, scum has interesting WIFOM around when to kill the babysitter. Seems a little town sided (cop claims Day 1 --> no lynch, result, no lynch, etc) until cop dies, but not allowing the town to no lynch doesn't seem very graceful, considering babysitter will put them on evens. I like the idea of a compulsive babysitter.
Make one of the mafia a One-Shot Watcher imo.

Should fix any day one claim issues while keeping the setup functionally the same.

If d2 the cop gets a guilty on the one-shot watcher you could be in trouble.

But I think that's okay.

Edit: Didn't notice Factional Rolecop, get rid of that imo. Or make it a team of a One-Shot Watcher and a One-Shot Rolecop. Maybe Two-Shot Rolecop.

I think optimal strategy would be for the Babysitter to claim day 1? Turn them into a Vig immediately rather than later? And make it 10p.

Its defensiveness is too swingy, I'd just claim d1 and either coast to victory as confirmed town or die and kill whoever I think is scum.
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Post Post #6688 (ISO) » Tue Jan 07, 2014 4:14 pm

Post by LlamaFluff »

In post 6687, BBmolla wrote:Its defensiveness is too swingy, I'd just claim d1 and either coast to victory as confirmed town or die and kill whoever I think is scum.
Yeah they basically get to take a player hostage if that is how they choose to play it.

I think 'optimal' may be a quick cop claim and then a follow the cop, so scum would need a way to counter a break, but a counter in general. A one shot works best, track or watch. Watch is more direct track may require the ability to have at least a base read on the other PRs. I think that track may be better just due to strength of scum in a 2:7 setup.
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Post Post #6689 (ISO) » Thu Jan 09, 2014 5:53 pm

Post by GuyInFreezer »

5 VTs
1 Red Mafia
1 Blue Mafia

Mafias know the identity of each other
Nightless
Town wins on 1:1:1

Thoughts?
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Post Post #6690 (ISO) » Thu Jan 09, 2014 6:03 pm

Post by BBmolla »

In post 6587, BBmolla wrote:Eh. I don't particularly like any games with only 1 mafia. They're barely mafia. Mafia is a game of connections, and that's based on there being more than one mafia and them interactions.
Having two serial killers isn't much better imo, even if they know each other.

*shrug*
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Post Post #6691 (ISO) » Thu Jan 09, 2014 6:07 pm

Post by quadz08 »

I SK gets run up to a lynch and immediately gets to play kingmaker in that setup. He's lost but gets to choose if the other SK wins or not (pretty much). That' shitty and should be avoided as much as possible.
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Post Post #6692 (ISO) » Thu Jan 09, 2014 6:11 pm

Post by Bulbazak »

In post 6689, GuyInFreezer wrote:5 VTs
1 Red Mafia
1 Blue Mafia

Mafias know the identity of each other
Nightless
Town wins on 1:1:1

Thoughts?
What if town happens to get all the scum lynched? Why keep them from winning in that case?
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Post Post #6693 (ISO) » Thu Jan 09, 2014 6:37 pm

Post by Cheery Dog »

In post 6689, GuyInFreezer wrote:5 VTs
1 Red Mafia
1 Blue Mafia

Mafias know the identity of each other
Nightless
Town wins on 1:1:1

Thoughts?
Lynch randomly until either town wins our maybe one scum dead
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Post Post #6694 (ISO) » Fri Jan 10, 2014 5:21 am

Post by GuyInFreezer »

I was just adding a 1:1:1 lylo solution since it's lylo without nightkill. Maybe I can come up with a better conditions but until then, it's gonna be that.
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Post Post #6695 (ISO) » Fri Jan 10, 2014 12:54 pm

Post by Klick »

I would add one Goon of each color.
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Post Post #6696 (ISO) » Fri Jan 10, 2014 4:05 pm

Post by LlamaFluff »

In post 6689, GuyInFreezer wrote:5 VTs
1 Red Mafia
1 Blue Mafia

Mafias know the identity of each other
Nightless
Town wins on 1:1:1

Thoughts?
Doesn't work.

What is to stop mafia from outing other mafia if they get ran up?

Maybe some sort of a 6:2:2 nightless would work, but not if they know each other.
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Post Post #6697 (ISO) » Sat Jan 11, 2014 5:45 pm

Post by LlamaFluff »

Playing around with this idea:

Farmer's Market (11P)

9x Town 2-Shot Fruit Vendor
2x Mafia 2-Shot Fruit Vendor

Players are only notified if they receive fruit. Getting three in a night gives the same message as getting one.

Mafia can NOT kill and give fruit in the same night, even if they are the only member of mafia alive.

It basically takes mountainous, makes it a little more interesting. Town can either mass circle give fruit the first two nights (blocking scum from being able to kill in theory) or can hope to hold shots until late in the game where with a scum dead any successful actions clears a player.
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Post Post #6698 (ISO) » Sun Jan 12, 2014 2:32 am

Post by Siveure DtTrikyp »

In theory?

Even if the two scum get paired with each other, if they kill and everyone reports recieving a fruit, then you KNOW the two scum are next to each other in the circle.
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Post Post #6699 (ISO) » Sun Jan 12, 2014 5:11 am

Post by Cheery Dog »

Scam kill whoever they were meant to be giving a fruit to, that town member is then unable to report.
(Would then be able to get an easy mislynch if the scums were actually next to each other, and this plan was thought as how it happened by town.)
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