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This forum is for discussion of individual Open Setups, including theoretical balance.
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Cheery Dog
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Post #5194 (isolation #0) » Sun Sep 30, 2012 5:22 pm
Postby Cheery Dog »
That's not going to be fair to the second scum, once one goon is gone, both lynches leave the game? that's just going to be easy association of who the red lyncher was saving from being lynched if the red goon was lynched first.
Though I guess if they stayed in the game they might end up lynched, but playing a game you've already lost isn't fun.
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Post #5199 (isolation #1) » Mon Oct 01, 2012 2:07 am
Postby Cheery Dog »
In post 5189, Shamrock wrote:In that setup the lynchers are effectively just townies with an easier win condition.
Same reason goes to demon core's suggestion (though replace lynches with hunters and townies with 1x vigs)
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Post #5252 (isolation #2) » Thu Oct 11, 2012 8:44 pm
Postby Cheery Dog »
what happens if two people successfully hide behind each other?
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Post #5296 (isolation #3) » Sun Oct 14, 2012 4:58 pm
Postby Cheery Dog »
A TheyChoose game?
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Post #5315 (isolation #4) » Tue Oct 16, 2012 5:20 pm
Postby Cheery Dog »
Jungle Republic is similar, but there isn't a cop for the mafia and mafia don't have a night kill.
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Post #5325 (isolation #5) » Thu Oct 18, 2012 7:10 pm
Postby Cheery Dog »
Town C and town D would just scarfice themselves to get an insta town win?
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Post #5435 (isolation #6) » Fri Dec 21, 2012 10:26 am
Postby Cheery Dog »
The alt town win chin is too easy to achieve, I wouldn't even bother playing mafia. The player that goes first in naughts and crosses always win unless they don't know the corner strategy.
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Post #5437 (isolation #7) » Fri Dec 21, 2012 10:45 am
Postby Cheery Dog »
If they fail to win they're not thinking though their moves correctly. a correctly placed cross day 2 will ensure town victory.
Oh wait the normal before win con may stop it from happening if the mafia members get lucky about where they are placed. Still it's not a good crossover for mafia and would just end up being a shorter version of chess mafia.
If you play it like a normal game, you might have to policy lynch yourself to a loss to stop yourself losing. If you play it like normal naughts and crosses mafia's chance to win comes to luck.
I guess if the board was hidden, it could work, but then you get a random win from nowhere.
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Post #5443 (isolation #8) » Fri Dec 21, 2012 2:00 pm
Postby Cheery Dog »
In post 5439, Empking wrote:Yeah, CD, there really is no breaking strategy for N&C.
I didn't think right about the nought in the centre square as the second move, and where the 4th move would then be placed0, but still there's no way for mafia to actually win by getting their noughts in a line.
I assume that's why you made the middle square confirmed town because otherwise a mafia in that square would give town the win.
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Post #5562 (isolation #9) » Fri Mar 01, 2013 5:35 pm
Postby Cheery Dog »
I think the different targets would also have to count crosskills.
Have it that a maximum of 2 people can die maybe. (but then maybe not with night 2 onwards not having any deaths anyway)
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Post #5605 (isolation #10) » Tue Mar 19, 2013 3:42 pm
Postby Cheery Dog »
In post 5604, Mr. Flay wrote:
Rather than 1-shot RB it might be more balanced to go with a N1-only RB. Then they can't use it against the Werewolves, forex.
Non N1, because N1 is when werewolves kill.
Unless it's just one that stops investigative roles from working and the kills are strongmaned.
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Post #5654 (isolation #11) » Fri Mar 29, 2013 8:02 pm
Postby Cheery Dog »
It sounds similar to Star-Crossed to me.
Or at least how that's how it could work.
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Post #5667 (isolation #12) » Tue Apr 02, 2013 1:06 pm
Postby Cheery Dog »
Can you make an invincible circle of hiders?
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Post #5670 (isolation #13) » Tue Apr 02, 2013 1:58 pm
Postby Cheery Dog »
Even just two hiders hiding behind each other boosts town win rates by a lot.
Though the real point of the question is out that happens, are either out those hiders targetable
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Post #5672 (isolation #14) » Tue Apr 02, 2013 2:39 pm
Postby Cheery Dog »
There's the sense of something I was missing.
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In post 5670, Cheery Dog wrote:Even just two hiders hiding behind each other boosts town win rates by a lot.
Though the real point of the question is out that happens, are either out those hiders targetable
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Post #5725 (isolation #16) » Thu Apr 04, 2013 12:28 am
Postby Cheery Dog »
Most games here have day starts, it probably changes the mechanics you just said I where I think you had a night start.
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Post #5780 (isolation #17) » Sat Apr 13, 2013 1:32 pm
Postby Cheery Dog »
Does the goon flip when daytalk is chosen show that power exists?
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Post #5792 (isolation #18) » Tue Apr 16, 2013 4:29 pm
Postby Cheery Dog »
Can you recruit the traitor at a later time, or is it only an option pregame?
I still like the idea behind the setup.
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Post #5799 (isolation #19) » Sun Apr 21, 2013 1:53 pm
Postby Cheery Dog »
In post 5797, Elscouta wrote:Well why would you want to turn a goon into a "Godfather" (aka gooncop immune with the veryweak bulletproof) instead of turning a goon into an interesting role (rolecop or JOAT) that would also get the gooncop immune part?
Picking Godfather seems like a totally awful option for the scumteam.
Because role cop is just as useless in the long run usually?
Plus it gives the tracker something else that is trackable.
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Post #5873 (isolation #20) » Sun May 12, 2013 1:52 am
Postby Cheery Dog »
Mafia Roleblocker, Mafia Jailkeeper and Town Roleblocker all in the one setup, sounds bad to resolve, especially when you add the SK's abilities to that mix as well.
How balanced from a two scumteam vengeful be? (5 town, v 2 scums of godfather (still with lynch = loss) and goon)
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Post #5893 (isolation #21) » Tue May 21, 2013 4:15 pm
Postby Cheery Dog »
In post 5890, Leafsnail wrote:If town were lynched day one you'd always want to intimidate that person, wouldn't you? Either you're reconfirming an already confirmed town player or having your action blocked (and thus not revealing anything).
If the watcher is lynched day 1, then yes you'd do that.
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Post #5924 (isolation #23) » Sun Jun 09, 2013 11:58 pm
Postby Cheery Dog »
Vanilla Cop shows vanilla on goon and non-vanilla on Cop/godfather?
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8-11 Townies (what is balanced?)
3 Mafia
3 Werewolves
Scum factions lose if they come down to one member.
Thoughts?
I'm assuming nights are included?
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Post #5965 (isolation #25) » Fri Jun 21, 2013 4:44 pm
Postby Cheery Dog »
For some reason I thought white flag was a nightless setup.
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Post #5967 (isolation #26) » Fri Jun 21, 2013 5:32 pm
Postby Cheery Dog »
In post 5966, Klick wrote:I don't know the actual White Flag setup but I think you're right. However, this one isn't.
no I checked the wiki, I was wrong. *it's black flag (nightless) that's nightless.
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But does anyone know what's balanced here? My guess would be 10 VTs, but I have no idea.
Of the three open approved multiball setups on the wiki, Fire and Ice has 8:2:2, Friends and Enemies and Enemies has 8:2:2 and Mason and Monks is 9:2:2.
Friends and Enemies went from 10:3 to 8:2:2 with the addition of the werewolves.
Yeah I think with increased scum you need to up the amount of VTs the game had original (White Flag is a 10:3 setup)
12 or 14 townies would work I think.
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Post #6003 (isolation #29) » Wed Jul 03, 2013 2:01 am
Postby Cheery Dog »
In post 6001, LlamaFluff wrote:D1 vig claims, lynch as normal but have three non-doc players chosen by town forceably target vig. That vig will live, any "vig" who didn't die is confirmed scum. Its getting to the semi-game breaking stage of things if you are calling scum a killing role.
Don't you mean that if that vig dies, one of the 3 is confirmed scum? (or one is confirmed vig?) The game breaking strategy would need a bit more work than just that.
(though them living would confirm the 3 targetting to either all be town or all scum)
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Post #6008 (isolation #30) » Wed Jul 03, 2013 5:04 pm
Postby Cheery Dog »
I can't see where they're treated like hiders. As far as my reading is, they're roleblockers, which if not roleblocked kill.
Why would B die there?
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Similar to Carbon 14, but both cops are useful. Just differently useful. Vanilla Cop is more powerful obviously. Maybe make Godfather variate with a Goon?
Edit:
Playing around with a Friends and Enemies...
Enemy of My Enemy
9x Vanilla
--
1x Mafia Goon
1x Mafia Amnesic Seer (Targets X and result goes to Y - both chosen)
--
1x Wolf Goon
1x Wolf Amnesic Cop (Targets X and result goes to Y - both chosen)
Basically playing the scum against eachother. Wolf can find mafia. Mafia can find wolf. Can either pass the results to their partner, give results on their partner, lots of room for different plans of attack.
Stone Cold seems more like Twin Trap actually. I think it could work in Mirco though.
I think town has a disadvantage in EoME, as I don't know why you wouldn't just give the results to your buddy as scum. (and they wouldn't reveal it to town even if it was the other team - if they want them dead, they're just night kill them.)
I guess it would get interesting if either goon dies though.
Overall it's a multiball mountainous feel to it.
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Post #6066 (isolation #33) » Sat Jul 20, 2013 8:47 pm
Postby Cheery Dog »
In post 6064, Shamrock wrote:Thinking about it more though, the scum are obviously going to favor killing and lynching unmarked targets
Go with says ones that can't be marked - like Chosen Mafia?
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Post #6073 (isolation #34) » Thu Jul 25, 2013 1:59 am
Postby Cheery Dog »
So attempt to lynch everyone you gave a 0?
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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 #6092 (isolation #36) » Mon Jul 29, 2013 3:31 pm
Postby Cheery Dog »
Sounds like a fancy mountain.
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Post #6094 (isolation #37) » Mon Jul 29, 2013 4:27 pm
Postby 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 #6098 (isolation #38) » Tue Jul 30, 2013 3:03 am
Postby 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 #6106 (isolation #39) » Tue Jul 30, 2013 4:24 pm
Postby Cheery Dog »
Do mafia know who each other are in that setup?
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Post #6173 (isolation #40) » Wed Aug 07, 2013 7:49 pm
Postby Cheery Dog »
I believe it was decided in this thread that's it's based on the number of players you need to sign up.
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Post #6226 (isolation #41) » Wed Aug 21, 2013 1:46 pm
Postby Cheery Dog »
In post 6222, Lost Butterfly wrote:I don't likwithe either setup B or C. (In fact I think GF/Cop is worse than 2 goons/cop)
I agree with this and also want to add setup 3 into the horrible category.
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Post #6229 (isolation #42) » Wed Aug 21, 2013 2:12 pm
Postby Cheery Dog »
In post 6227, Rob14 wrote:Again, why? I'm going to need more specifics than "I vaguely dislike this setup." Especially when you just added a setup which was one of the ones I considered to be least controversial.
For the same reason 2of4's only town power is the doctor was bad.
Yes it gets you a confirmed scum rather than a 99% confirmed town by being on the night kill, but the premise still feels the same to me.
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Post #6353 (isolation #43) » Fri Aug 23, 2013 6:10 pm
Postby Cheery Dog »
That's why we need to just take out the doctor as well.
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Post #6469 (isolation #44) » Tue Oct 29, 2013 12:48 am
Postby Cheery Dog »
In post 6465, eaglgenes101 wrote:Let me see...
1 Cop (random sanity between sane and insane)
1 backup cop (random sanity)
1 backup backup cop (random sanity)
1 Psychologist (sane)
5 Vanilla Townie (Random sanities)
2 Mafia Goon (Random sanities)
1 Mafia Rolecop (Can see backup cop and backup backup cop roles) (Random sanity)
No one is aware of their sanities unless the psychologist tells them.
Is this more balanced? Does this present the psychologist nicely?
The backup cops seem redundant in just giving town extra known roles.
The psychologist would have to sacrifice himself to get result(s) out there for people, but I guess it could work.
I do think you should lose the backup backup though.
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Post #6572 (isolation #45) » Thu Dec 12, 2013 7:09 pm
Postby Cheery Dog »
hider a behind hider b
Hider b behind hider a
Scum shoot hider a
Solution. Please actually consider these problems when wanting a game with multiple hiders.
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Post #6575 (isolation #46) » Thu Dec 12, 2013 7:33 pm
Postby Cheery Dog »
So that includes a big circle of hiding people?
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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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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 #6699 (isolation #49) » Sun Jan 12, 2014 5:11 am
Postby 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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Post #6701 (isolation #50) » Sun Jan 12, 2014 3:47 pm
Postby Cheery Dog »
I went as the kill happening before the fruit.
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Post #6714 (isolation #51) » Sat Feb 01, 2014 4:40 am
Postby Cheery Dog »
Have all fail and give that team a strike per extra shot attempted. 3 strikes and they lose a shot.
This would assuming all three tried to use their power nights 1 & 2, would still have a shot to decide what to do with night 3, which would cease to exist if just two of them tried that night.
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Post #6751 (isolation #52) » Mon Feb 10, 2014 11:14 pm
Postby Cheery Dog »
The non-gunbearer thing sounds like it would be good. I'd do it so they had a multi-shot of picking someone that couldn't be the next gunbearer.
Having mafia vengekill a non-gunbearer would be more useful for their team as they would then be able to pick off the people that obviously weren't going to be shot by any town player.
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Post #6775 (isolation #53) » Fri Feb 14, 2014 11:39 am
Postby Cheery Dog »
In post 6774, Plessiez wrote:It's townsided, as Leafsnail points out (and, since there's no communicating mafia faction, I think it's not really mafia?). But it's also misnamed, surely. Wouldn't a better fit for the name "Monty hall mafia" involve the mod revealing that one of the players not on the lynch was VT, and then giving the players the chance to switch or not switch from the original lynch? (This has the same problems though, as far as EV goes).
As it's listed as a 3 player game, that would be the same person.
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Post #6788 (isolation #54) » Wed Feb 19, 2014 2:17 pm
Postby Cheery Dog »
That sounded good up until mafia being forced to fakeclaim.
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In post 6828, LlamaFluff wrote:
When a player is lynched they submit a name of a player they want to die and chooses if they want it under shell 1, 2 or 3.
Claim shell number, instant vengekill working.
Also it means scum can't do any actual kills.
Why would scum then choose the claimed shell?
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Post #6837 (isolation #56) » Sat Mar 08, 2014 3:49 pm
Postby Cheery Dog »
Bulletproof would just hane the miller claim d1 anyway - 2 cop investigations (assuming the cop still gets one the night the miller dies) is enough to win if the mafia is forced to kill that way twice. (or otherwise cop hunt, which is never fun if a game depends on it)
If you want out as a micro I've go with what you're got there.
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Then the cop stays alive to get another result, and town effectively gets to direct the scum kill for multiple days. Unless scum counterclaim the cop day 2 (which is probably a bad idea), the cop's confirmed town in that situation, and with the miller dead, there's no doubt about the results.
Only if the cop-enabler miller is still alive.
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
Post
Post #6879 (isolation #58) » Mon Mar 31, 2014 1:05 pm
Postby Cheery Dog »
Obviously everyone should self ivory vote and have everyone become bulletproof - and have no counter wagons to the lynch. (or maybe keep one so town is choosing who scum can kill)
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
In post 6879, Cheery Dog wrote:Obviously everyone should self ivory vote and have everyone become bulletproof - and have no counter wagons to the lynch. (or maybe keep one so town is choosing who scum can kill)
No one will have a majority of Ivory votes, so
no one
will be bulletproof. It devolves back to Mountainous in that case.
TierShift: You can't give Town an uncounterclaimable Power with the Ivory mechanic. You can't give scum any power at all without making the imbalance worse. I think it's better with the purity of "Mountainous" at its core.
I read it as more ivory than abony, makes more sense when I don't read it wrong.
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.