[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #7775 (ISO) » Thu Nov 20, 2014 12:03 am

Post by Bicephalous Bob »

It was a quick fix for the game-can-be-decided-by-one-lucky-kill problem, but I have a better solution: the executioner can also choose to protect a convicted player.
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Post Post #7776 (ISO) » Fri Nov 21, 2014 4:30 am

Post by PokerFace »

http://forum.mafiascum.net/viewtopic.ph ... 5#p6399855

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Post Post #7777 (ISO) » Mon Nov 24, 2014 8:44 pm

Post by Hoopla »

Naughts and Crosses Mafia


2x Mafia
7x Townies

- Each player is distributed into their own square on a naughts and crosses grid. The positions of each player is chosen by the mafia pregame.
- Whichever square is lynched D1 is removed from the game, and any square touching that one receives immunity from the NK for the following phase.
- Mafia get their NK as usual (so long as they don't target an immune square), and whichever square they NK, the next day, any square touching that one receives immunity to the lynch. This pattern continues throughout the game, except for in a 3P lylo where anyone can be lynched.
- Mafia can daytalk

There are some starting mafia positions that are more beneficial than others, like picking two sides (that aren't opposite each other) will increase the odds of setting up a kill on N2 that will give scum double immunity on a D3 2:3 lylo. But town can also lynch in a way to reduce the possibility of scum getting immunity (or double immunity) at key phases. So, choosing who to lynch might not just be the scummiest player during the day -- there will be opportunities for utility lynching players who offer better NK-protection that night and/or lynching squares that reduce possibilities of scum NK'ing in a way to get a double-immunity the next Day. Then there's also the outguessing of which players as scum would put themselves in a popular square or an ignored one.
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Post Post #7778 (ISO) » Mon Nov 24, 2014 11:21 pm

Post by TierShift »

I like the idea, but it's super scumsided. Mountainous 2v7 is scumsided and now you add another scumsided mechanic which also increases wifom.
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Post Post #7779 (ISO) » Tue Nov 25, 2014 12:29 am

Post by wgeurts »

Nerf it by not revealing the lynched players area and having it randomised pre-game. Also make sure that nobody knows their own position so that everyone is clueless.
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Post Post #7780 (ISO) » Tue Nov 25, 2014 12:30 am

Post by wgeurts »

You could then even if you want make a position cop
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Post Post #7781 (ISO) » Tue Nov 25, 2014 12:48 am

Post by Hoopla »

In post 7778, TierShift wrote:I like the idea, but it's super scumsided.


I suppose so. I was thinking the mechanic could be used in a pro-town way, such as securing a lynch on a scummy-ish player while simultaneously protecting an obv-town/strong town player from the NK, but I'm probably overestimating the average town-skill that will be present in the game. I think the reason towns traditionally do so poorly in mountainous games is that scum has free reign to pick off the best/towniest players early in the game with no consequence/trade-off. There are consequences for their actions in this game and as such information will be given to the town from each flip.
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Post Post #7782 (ISO) » Fri Nov 28, 2014 10:35 am

Post by wgeurts »

Inheritance
Mafia A
Mafia B
Mafia C

Cop
Bodyguard
8 Townies


  • Scum have no private topic or form of contact other than the main thread.
  • Mafia A only knows Mafia B, Mafia B only knows Mafia C and Mafia C only knows Mafia A.
  • Scum don't know which letter they have.
  • At the start the mod randomly choose a letter and makes them the Mastermind.
    • The Mastermind chooses the night-kill and depending on the letter they have one of their partners takes it;
      • If A is Mastermind B takes it, if B is Mastermind C, ect., ect.
      • If only two scum remain the kill is taken by the non-Mastermind.
      • If only one scum remains the Mastermind takes it.

    • The Mastermind also choose one of 4 possible night-actions to take himself; Role-Cop, Frame, Roleblock or No Action.
    • If the Mastermind dies the closest letter up becomes the Mastermind.


Complex in explanation however simple to do, thoughts?
Last edited by wgeurts on Fri Nov 28, 2014 10:51 am, edited 2 times in total.
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Post Post #7783 (ISO) » Fri Nov 28, 2014 10:38 am

Post by Mathdino »

Sounds pretty town-sided, especially with the scum nerfs.

I mean even removing the potential of townies utilising neighbourhoods to maximum effect (and the gigantic synergy if cop gets neighbourized), neighbourizer is automatically a confirmable townie.

Furthermore, the fact that scum don't all know each other means fakeclaims are practically impossible due to general confusion. Hell, the cop has more information than the scum do after 2 nights.

And then jailkeeper, which is crazy powerful...

So yeah, massively townsided.
Last edited by Mathdino on Fri Nov 28, 2014 10:43 am, edited 1 time in total.
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Post Post #7784 (ISO) » Fri Nov 28, 2014 10:42 am

Post by LlamaFluff »

In post 7781, Hoopla wrote:
In post 7778, TierShift wrote:I like the idea, but it's super scumsided.


I suppose so. I was thinking the mechanic could be used in a pro-town way, such as securing a lynch on a scummy-ish player while simultaneously protecting an obv-town/strong town player from the NK, but I'm probably overestimating the average town-skill that will be present in the game. I think the reason towns traditionally do so poorly in mountainous games is that scum has free reign to pick off the best/towniest players early in the game with no consequence/trade-off. There are consequences for their actions in this game and as such information will be given to the town from each flip.


Why not make it a SCIENCE type hybrid? That was always a somewhat scum sided setup. Going mafia daytalk + masons + mafia choose the table could be runnable since addition of two VTs will push it to town sidedness while the table could push it back the other way into a more or less even situation.
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Post Post #7785 (ISO) » Fri Nov 28, 2014 10:44 am

Post by wgeurts »

In post 7783, Mathdino wrote:Sounds pretty town-sided, especially with the scum nerfs.

The scum have an overpowered role to balance that.
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Post Post #7786 (ISO) » Fri Nov 28, 2014 10:46 am

Post by wgeurts »

True on the nieghbouriser, I'll rethink that however the scum know a partner who knows the other partner who knows them, they will also be able to look for alignment tells pretty easily.
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Post Post #7787 (ISO) » Fri Nov 28, 2014 10:51 am

Post by wgeurts »

Got rid of neighbouriser and replace jailkeeper with bodyguard.
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Post Post #7788 (ISO) » Fri Nov 28, 2014 10:55 am

Post by wgeurts »

How could I balance the town?
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Post Post #7789 (ISO) » Fri Nov 28, 2014 10:59 am

Post by TierShift »

I'd say it's still townsided.
10v3 w/ cop and bodyguard is somewhat balanced
now scum don't know each other but have a PR to make up for it.
I'd say that's worse than 3 goons who know each other.
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Post Post #7790 (ISO) » Fri Nov 28, 2014 11:24 am

Post by wgeurts »

Would it work if all scum knew each other however the letters stayed just to sort out who gets the Mastermind, the contact wouldn't be added however.
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Post Post #7791 (ISO) » Fri Nov 28, 2014 12:57 pm

Post by TierShift »

No, then it's scumsided. And the whole idea of your setup geos away.
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Post Post #7792 (ISO) » Wed Dec 03, 2014 2:51 pm

Post by Bicephalous Bob »

Small Street


A setup for 17 players with three mafiosi, initially.


The Mafia start with 85 credits in the bank. They can overdraw, but the town wins if the Mafia have debts when controlling the vote.

During pre-game, which takes half the Day 1 deadline, the Mafia can recruit a fourth member, who is added to the Mafia PT immediately. Depending on if they recruited someone, they have to buy three or four roles, which are immediately distributed randomly among them. The other roles are distributed among the town at the start of Day 1.

Both buying roles and recruiting a fourth member need to be officially approved by a second Mafia member because of their immediate nature. The other pre-game actions take effect when Day 1 starts. The Mafia can perform multiple pre-game actions.

Each night, every member of the Mafia can perform one individual and one factional action.

Roles


Fruit Vendor (can't be performed alongside a factional action) (+1)
Public Vanilla (is publicly confirmed to have no power at the start of Day 1) (0)
2-Shot Neighborizer (0)
Priest (hammers don't count) (0)
1-Shot Gladiator (0)
Delayed Voyeur (gets results in the form of NAR categories) (-2)
1-Shot Follower (idem) (-3)
Even-Night Tracker (-4)
Odd-Night Tracker (-5)
Universal Backup* (-5)
Non-consecutive Night Commuter (can't be performed alongside a factional action) (-5)
Modified Faith Healer (fails if both Faith Healers target the same person, 100% success rate otherwise) (-5)
1-shot Night-Governor (target can't be voted next day) (-10)
Modified Faith Healer (-15)
Restless Spirit (-40)
Vengeful (-40)
Doublevoter (-45)

*gets the remaining powers of the first traditional PR (no Public Vanilla, Restless Spirit, Vengeful, Doublevoter) that dies and hasn't used everything

Pre-game actions


Enable White Flag (hidden) (+20)
Encrypt Day 1 (-1)
Recruit Fourth Member (-80)

Night actions

(factional, each one can be performed once every night)

Roleblock (-3)
Rolecop (-3)
Encrypt Next Day (-1)
No-kill (doesn't take up an action slot, while killing does) (+3)
Turn Townie Bulletproof (target is informed of this) (+10)
Last edited by Bicephalous Bob on Mon Jul 31, 2017 10:55 pm, edited 8 times in total.
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Post Post #7793 (ISO) » Wed Dec 03, 2014 10:02 pm

Post by TierShift »

What PR's does town have?
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Post Post #7794 (ISO) » Wed Dec 03, 2014 10:06 pm

Post by JasonWazza »

In post 7792, Bicephalous Bob wrote:The other roles are distributed among the town at the start of Day 1.
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 #7795 (ISO) » Thu Dec 04, 2014 2:32 am

Post by TierShift »

I'd have to see example setups to comment on how many points scum need to have.
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Post Post #7796 (ISO) » Thu Dec 04, 2014 3:14 am

Post by Bicephalous Bob »

3v14 with a Mafia Doublevoter, Vengeful, 2-Shot Neighborizer (0 credits)
4v13 with a Delayed Voyeur, 1-Shot Follower, Priest, Public Vanilla (0)
4v13, White Flag enabled, with both Faith Healers (for WIFOM purposes), Fruit Vendor, 1-shot Night Governor (-4, turn one townie Bulletproof, roleblock twice)
4v13, White Flag enabled, Doublevoter, Public Vanilla, 1-Shot Gladiator, 2-Shot Neighborizer (-20, turn two townies Bulletproof, Mafia can also claim to be turned BP)
4v13, White Flag enabled, Odd-Night Tracker, Universal Backup, Commuter, Governor (0)
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Post Post #7797 (ISO) » Sat Dec 13, 2014 3:29 am

Post by Bicephalous Bob »

09:12


Image

Generate a random number between 1 and 12, take the roles corresponding to that and the two following hours. (11 o'clock is Town Babysitter, Mafia RB, Town Vanilla Cop, for example.) Add five Vanilla Townies and a Mafia Goon.
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Post Post #7798 (ISO) » Sat Dec 13, 2014 11:27 am

Post by LlamaFluff »

I really like the concept, but I am a little worried that these are all going to be slightly scum sided since each setup is a 12 player game with two town roles and a direct counter scum role.

Maybe set it up so unless town draws one of the strong role setups scum only is goons instead of picking up a PR. Design so something like 3 and 9 end up as goon instead or something along those lines.
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Post Post #7799 (ISO) » Sat Dec 13, 2014 11:46 am

Post by Bicephalous Bob »

It's a nine-player setup.

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