[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #7400 (ISO) » Thu Oct 02, 2014 3:42 pm

Post by BBmolla »

Good Cop, Bad Cop


9 Players

1 Mafia Framer
1 Mafia Goon

1 Town Sane Cop
1 Town Insane Cop
5 Vanilla Townies


  • Cops are not told their sanity.

Might work better 7p, debating.
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Post Post #7401 (ISO) » Thu Oct 02, 2014 3:46 pm

Post by ika »

i would make the goon a backup framer.

if they lynch framer day 1, it becomes hugly townsided imo by the fact cops claim day 2 with results and then figure sanities and can then POE game
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Post Post #7402 (ISO) » Thu Oct 02, 2014 3:53 pm

Post by BBmolla »

Good Cop, Insane Cop


7 Players

1 Mafia Framer
1 Mafia Backup Framer

1 Town Sane Cop
1 Town Insane Cop
3 Vanilla Townies


  • Cops are not told their sanity.
  • Cops get a pregame report and Framer gets a pregame frame.
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Post Post #7403 (ISO) » Thu Oct 02, 2014 4:05 pm

Post by ika »

so cop headstart?

its not bad, i think this would be a nice game to test out in micro/marathon

cops just flip cop on death as well right?


i assume yes but just want to make sure
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Post Post #7404 (ISO) » Thu Oct 02, 2014 4:46 pm

Post by BBmolla »

Yes.

Cop headstart
and
Framer headstart, that's important.
Last edited by BBmolla on Thu Oct 02, 2014 4:47 pm, edited 2 times in total.
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Post Post #7405 (ISO) » Thu Oct 02, 2014 4:47 pm

Post by BBmolla »

This makes sure a day 1 mafia lynch won't completely fuck over left over scum and allows for more than one report before mylo.
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Post Post #7406 (ISO) » Thu Oct 02, 2014 6:30 pm

Post by sthar8 »

In post 7397, wgeurts wrote:
Politics Mafia


2-Shot Lawyer
Framer

Bodyguard
1-Shot Governor
Judge
Cop
Insane Cop
6 VT's

Politician


Roles:
Lawyer: Visits one person each night, that player turns up innocent on inspection.
Framer: Visits one person each night, that player turns up guilty on inspection.
Bodyguard: Visits one person each night, if that player is night-killed he has a 50% chance of dying.
Governor: Once per game may reset a vote count, the person with the highest votes before the reset may no longer be voted on that day.
Judge: The judges vote counts as 2:
Cop: Visits one person each night, receives the result "Innocent" or "guilty".
Insane Cop: Visits one person each night, receives the opposite result he should get. Looks like cop to self and others on death and in role PM.
Politician: Changes sides every day. Starts as town and doesn't join Scum chat if scum.

This is a collection of the eight worst roles ever conceived that are still technically usable, plus six VTs. Not to mention catastrophically swingy. And potentially breakable by massclaim, if the town gets lucky.
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Post Post #7407 (ISO) » Thu Oct 02, 2014 9:28 pm

Post by BBmolla »

I think we already acknowledged that, we're in the process of fixing it
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Post Post #7408 (ISO) » Fri Oct 03, 2014 3:43 am

Post by ArcAngel9 »

MOD's & reviewers, We need your blessing on this...


I am planning on running Pop corn Mafia under large theme game, Pop-corn mafia is an open setup and a night less game. Please see the Wiki for more details.
Considering the popularity this setup has.. We are confident that this game would be more fun for larger audience (19 or 21 players at least)

If the game is for 19 players - 13 Town & 6 scum
If the game is for 21 players - 14 Town & 7 scum.

Please let us know which of the above setup is more balanced to run for large game.

Bork will be co-modding/back-mod for this game. And please feel free to give any suggestions that improves this idea. Thanks a lot!!!!
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Post Post #7409 (ISO) » Fri Oct 03, 2014 7:39 am

Post by wgeurts »

In post 7402, BBmolla wrote:
Good Cop, Insane Cop


7 Players

1 Mafia Framer
1 Mafia Backup Framer

1 Town Sane Cop
1 Town Insane Cop
3 Vanilla Townies


  • Cops are not told their sanity.
  • Cops get a pregame report and Framer gets a pregame frame.

This is amazing, this needs to be run ASAP. Darn those stupid 3 month no-hosting rules.
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Post Post #7410 (ISO) » Fri Oct 03, 2014 10:20 am

Post by wgeurts »

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Post Post #7411 (ISO) » Fri Oct 03, 2014 10:07 pm

Post by BBmolla »

Nice.
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Post Post #7412 (ISO) » Fri Oct 03, 2014 11:00 pm

Post by wgeurts »

Trying to get Mith to allow me to host it under 3 months of memership :P
He probaly won'y allow me but would any else like to host it?
I believe this could become a really great setup.
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Post Post #7413 (ISO) » Fri Oct 03, 2014 11:09 pm

Post by wgeurts »

Someone hosting it here: http://forum.mafiascum.net/viewtopic.ph ... 2#p6270092
Really interested to see how the setup works.
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Post Post #7414 (ISO) » Sat Oct 04, 2014 12:21 am

Post by wgeurts »

Werewolf Mafia

Werewolf roles:

2 Werewolfs

1 Seer
1 Shaman
9 Civilians


Mafia roles:

2 Mafia Goons

1 Cop
1 Doctor
9 Townies


  • Roles are randomly assigned to the 13 players, each player gets 1 role from each list; 1 "Werewolf role" and 1 "Mafia role".
  • Players can therefore be;
    • Werewolf Mafia
    • Werewolf Cop
    • Werwolf Doctor
    • Werewolf Towny
    • Seer Mafia
    • Seer Cop
    • Seer Doctor
    • Seer Towny
    • Shaman Mafia
    • Shaman Cop
    • Shaman Doctor
    • Shaman Towny
    • Civilian Mafia
    • Civilian Cop
    • Civilian Doctor
    • Civilian Towny

  • Both Mafia and Werewolves have a factional kill.


Win Conditions:

  • Werewolf Mafia:
    They win when the Werewolf Mafia consist of half the town.
  • Werewolf Towny/Cop/Doctor:
    They win when all Mafia are dead and the Werewolves consist of half the town.
  • Civilian/Seer/Shaman Mafia:
    They win when all Werewolves are dead and the Mafia consists of half the town.
  • Civilian/Seer/Shaman Towny/Cop/Doctor:
    They win when all Mafia and Werewolves are dead.


Roles

  • Werewolves:
    Have a factional night-kill.
  • Seer:
    Can inspect one person per night, they then find out that players "Werewolf" role.
  • Shaman:
    Can protect one person per night, that player is protected from the Werewolf faction-night kill.
  • Civilian:
    Have no abilities.
  • Mafia:
    Have a factional night-kill.
  • Cop:
    Can inspect one person per night, they then find out that players "Mafia" role.
  • Doctor:
    Can protect one person per night, that player is protected from the Mafia faction-night kill.
  • Towny:
    Have no abilities.
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Post Post #7415 (ISO) » Sat Oct 04, 2014 2:43 am

Post by Siveure DtTrikyp »

Yuck.

Werewolf Mafia looks dumb.
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Post Post #7416 (ISO) » Sat Oct 04, 2014 6:12 am

Post by wgeurts »

I makes it alot more strategic, without unbalancing everything.
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Post Post #7417 (ISO) » Sat Oct 04, 2014 6:21 am

Post by Siveure DtTrikyp »

Thats intensely swingy even before the game starts

11:2 with two cops, two semi-doctors and two nightkills is a silly setup.
Alternatively, 9:2:2 with no town power and two scum doctors.
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Post Post #7418 (ISO) » Sat Oct 04, 2014 6:30 am

Post by wgeurts »

However it isn't everbody has 2 roles, it's bassicaly two 2 Mafia, 1 Cop, 1 Doctor games at the same time. The Doctor can only stop a mafia faction kill, the seer only a werewolf faction kill. Same goes for the cop and his counter part.
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Post Post #7419 (ISO) » Sat Oct 04, 2014 6:31 am

Post by wgeurts »

It's not 2:11 or 9:2:2
It's two times 2:11 with 1 cop and 1 doctor.
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Post Post #7420 (ISO) » Sat Oct 04, 2014 6:33 am

Post by wgeurts »

You could be a towny trying to kill the scum and a werewolf, trying to kill civilians.
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Post Post #7421 (ISO) » Sat Oct 04, 2014 6:34 am

Post by Siveure DtTrikyp »

It CAN be 2:11 in the case where mafia = werewolves.

It CAN turn into 9:2:2 with no town power.

It can be stupid as hell if there's one mafia werewolf - they have to win by themselves?

Pedit: Multiball generally needs you to kill the other team anyway. There's nothing unique about that.
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Post Post #7422 (ISO) » Sat Oct 04, 2014 6:38 am

Post by Siveure DtTrikyp »

Like, it's basically a swingy multiball setup except in the weird edge cases where the scum factions blend, which are just insane.

Also it has no protection from follow the cop.
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Post Post #7423 (ISO) » Sat Oct 04, 2014 7:37 am

Post by wgeurts »

In post 7421, Siveure DtTrikyp wrote:It CAN be 2:11 in the case where mafia = werewolves.

It CAN turn into 9:2:2 with no town power.

It can be stupid as hell if there's one mafia werewolf - they have to win by themselves?

Pedit: Multiball generally needs you to kill the other team anyway. There's nothing unique about that.

The chances of both people being werewolf mafia is 2 out of 169. A Werewolf Doctor would be Playing against civilians and helping townies. Town power will always be there.
Also, there are 2 faction kills per night, follow the cop wouldn't work as both doctor and seer would have to protect the cop from any-nightkills. Shaman only blocks werewolf faction kill, opposite for doctor.
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Post Post #7424 (ISO) » Sat Oct 04, 2014 7:49 am

Post by Siveure DtTrikyp »

2/169 isn't 0. You have to consider the possiblity of that happening.

Also, the odds of one mafia werewolf? Uh, lessee. 2/13 + 11/13 *2/12 = 24/156 + 22/156 = 46/156 = 23/78? So about a bit more than a quarter chance?

Also, a werewolf will be helping townies do what? Kill mafia? Hangon, won't the mafia be civilians?

Like, that aspect doesn't really exist.

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