Scum can still get to lylo with two mislynches (If they shoot a lover N1), which is more appropriate to a micro than a mini.
Edit: although in that scenario the third wheel can guarantee a scum kill D3 and 4 by outing the lover pairs so maybe it's not so bad
Edit2: No, I didn't think that through. Maximum carnage situation is a lover pair w/o scum being lynched D1 and the other being shot N1, which would create a 9p 3-scum D2, but then the third wheel would claim and out the pairs, which means D3 would be 6p 2 scum, and D4 would be regular 3p lylo. The third wheel is what makes it work. Scum would need to kill the third wheel without hitting a lover to have any control over lylo. I think I'd like to be scum in that setup. If you run it here, count me /in.
I'm basing the role of Universal Third Wheel off of my experiences D: I have no real influence but I know everything that's going on, mostly.
But yeah, thanks Belisarius.
In post 6852, Belisarius wrote:Scum can still get to lylo with two mislynches (If they shoot a lover N1), which is more appropriate to a micro than a mini.
Edit: although in that scenario the third wheel can guarantee a scum kill D3 and 4 by outing the lover pairs so maybe it's not so bad
Edit2: No, I didn't think that through. Maximum carnage situation is a lover pair w/o scum being lynched D1 and the other being shot N1, which would create a 9p 3-scum D2, but then the third wheel would claim and out the pairs, which means D3 would be 6p 2 scum, and D4 would be regular 3p lylo. The third wheel is what makes it work. Scum would need to kill the third wheel without hitting a lover to have any control over lylo. I think I'd like to be scum in that setup. If you run it here, count me /in.
I don't see why the Third Wheel has to be there. Why can't the town part of the Lover pair claim?
Misunderstood the lover part indeed. But given that lover pairs function mechanically like a single player, it means the balance is equivalent to a 3 scum 6 townies 1 innocent child. Extremely scum sided.
5 Vanilla Townies
1 Town Tracker
1 Town Poison Doctor
1 Town Doctor
1 Town Nurse
Mechanics
- Unlimited lynches every day
- A player who is "lynched" becomes Poisoned and will have their alignment flip the same time tomorrow
- Mafia have a factional kill and daychat
- Poison Doctor can target a player at night and remove Poison
- Doctor can target a player at night and prevent a Mafia kill
- Nurse becomes a Doctor or Poison Doctor upon their death
I think Poison Doctor is a little negative utility, letting a single player control which lynch goes through. If he stops a lynch, the player will just be lynched the next day.
that gives a doc with a tracker in a 9v3 (even number) setup. Just too scumsided. I have no idea how unlimited lynches will affect the scumsidedness of the setup.
D1, lynch/poison everyone. Poison Doctor picks someone at random to heal. No lynches D2; everyone dies except the healed person. ~72.(72)% town winrate, zero effort.
It's a bit more complex than that, but when that's your starting point it doesn't look good.
This should be required reading for...everyone for anything, really.
I ran this on marathon forums, but it obviously needs to be open. For some reason that is unclear to me, I called it Democrats vs Republicans vs Australians. Makes sense!
The Roles
1x Democrat vig
1x Republican vig
3x Australians (sort of the town)
Role PMs
Hi, you are a Democrat Vigilante.
You win when you vig the republican
Hi, you are a Republican vigilante
You win when you vig the democrat
Hi you are an Australian
You when when you lynch a non-Australian player.
So it should be pretty hard for the Aussies to win if they mislynch Day 1, but a correct lynch is an instawin.
This one occured to me.The base concept I started with is "Bulletproofs that know who shot them". I felt that having both town and scum with the role, plus both town and scum killing roles (and being multiball so even scum could have been targetted by either), would be the necessary symmetry for things to work.
I don't know whether this particular setup is any good, but I do think the base concept could be successful in some way.
This should be required reading for...everyone for anything, really.
In post 6868, Toomai wrote:This one occured to me.The base concept I started with is "Bulletproofs that know who shot them". I felt that having both town and scum with the role, plus both town and scum killing roles (and being multiball so even scum could have been targetted by either), would be the necessary symmetry for things to work.
I don't know whether this particular setup is any good, but I do think the base concept could be successful in some way.
This looks cool but theres like 1/3 chance that three townies are shot n1 after a mislynch...that might put town in a veeeeeeery nad position. If BP claims he can be CCed by goons. Vig hits scum=50% dies next turn ...town ia underpowered.
In post 6869, shos wrote:This looks cool but theres like 1/3 chance that three townies are shot n1 after a mislynch...that might put town in a veeeeeeery nad position. If BP claims he can be CCed by goons. Vig hits scum=50% dies next turn ...town ia underpowered.
I was thinking about including some sort of external protective role to migitate the worst-case (probably some sort of Doctor) and get the Bulletproofs to sometimes have two people listed in their report (the killer and the protector). That would require the Watchback Bulletproof to activate even if the owner is protected by someone else.
This should be required reading for...everyone for anything, really.