[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #8450 (ISO) » Tue Oct 27, 2015 9:52 am

Post by TierShift »

[sarcasm]town always wins 3:6 games with a nightkill right?[/sarcasm]
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Post Post #8451 (ISO) » Tue Oct 27, 2015 1:57 pm

Post by BBmolla »

I think it'd be funny
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Post Post #8452 (ISO) » Tue Nov 03, 2015 7:40 pm

Post by LlamaFluff »

In post 574, Ether wrote:Trying to get extra opinions for a game I'm about to run!

Ether wrote:
The Odds
(10 players)
2 mafia
vs.

7 vanilla townies
1 doctor

Normally that would give each player a 20% chance of being scum, but in The Odds, different people have different chances ranging from 5% to 35%, and their chances are on public display on the front page. (If who gets what percentage is decided nonrandomly, I don't think that detracts from the game at all. Some people like a certain alignment more, or like the danger of having higher odds, and will find the game more fun if they have a say in it.) The doctor is weighted the same way, so a player with a higher percentage is much more likely to be scum or the doctor.
Ether wrote:To figure out the scum, I'll roll two numbers between 1 and 40. Each percentage corresponds to different numbers:
  • 5% - 1
    10% - 2-3
    15% - 4-6
    15% - 7-9
    20% - 10-13
    20% - 14-17
    25% - 18-22
    25% - 23-27
    30% - 28-33
    35% - 34-40
(Note that even the player most likely to be scum still has about 2 out of 3 odds of being town.)


That was the version the last time I posted it! (Although now I'm leaning toward not tying the town power role to the odds.) But I'm not sure it's enough for the town.

The current version has a town gaoler, and gives the mafia daytalk and a 1-shot factional roleblock to snipe the gaoler if it claims. People I've spoken to seem to like that one fine, but I'm worried now that that would be a pretty balanced 10-player setup even without the odds mechanic.


This game is getting near a point where it will be hitting the queue with a trial run. Any input from others would be appreciated as I am strapped for time in life until this time next week. Ether has said she will link the wiki page once she has finished working on it as well. A run of this was ran during marathon and can be found here

As this is an atypical setup, please let any questions be known so that they can be addressed on the wiki page before the game goes to a trial run.
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Post Post #8453 (ISO) » Wed Nov 04, 2015 12:00 pm

Post by BBmolla »

I have no idea about the balance of that. Probably okay enough.
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Post Post #8454 (ISO) » Wed Nov 04, 2015 12:05 pm

Post by BBmolla »

Mason or Mafia


9 Players

1 Mafia Goon

4 Vanilla Townies
2 Town Neighbors

Either (
1 Mafia Goon
and
1 Town Neighbor
) or (
1 Mafia Neighbor
and
1 Vanilla Townie
)


Does this exist already? It literally came to me in a dream but in the dream it was invented by someone and Bone7.
Last edited by BBmolla on Wed Nov 04, 2015 12:40 pm, edited 1 time in total.
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Post Post #8455 (ISO) » Wed Nov 04, 2015 12:30 pm

Post by Ether »

You mean nine players, right?

That isn't close to balanced. Town needs something better than "maybe two people will be confirmed innocent sometimes in half of the games if there is a mafia neighbor and you lynch it first" to work with.
As I move my vote
Towards your wagon, town is taking note
It fills my head up and gets louder and
LOUDER
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Post Post #8456 (ISO) » Wed Nov 04, 2015 12:55 pm

Post by BBmolla »

Mason or Mafia


9 Players

1 Mafia Goon

1 Doctor
3 Vanilla Townies
2 Town Neighbors

Either (
1 Mafia Goon
and
1 Town Neighbor
) or (
1 Mafia Neighbor
and
1 Vanilla Townie
)
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Post Post #8457 (ISO) » Wed Nov 04, 2015 1:07 pm

Post by Ether »

I can't give a full answer on how valuable lone doctors are in 9-player setups--the lone doctor variant in F11 actually got about 4% more town wins than the lone cop variant for some reason, but F11 statistics are wildly different from Matrix6 versions of the same setups and I have no idea why, or what that means for games like this--but my gut says this still isn't great.
As I move my vote
Towards your wagon, town is taking note
It fills my head up and gets louder and
LOUDER
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Post Post #8458 (ISO) » Wed Nov 04, 2015 8:24 pm

Post by BBmolla »

Sanity Switch


9 Players

1 Mafia Goon
1 Mafia Cop Sanity Switcher

1 Cop
1 Deputy
5 VTs

[/color]

  • During the night, Cop Confuser can choose to
    Sanity Switch
    to swap the Cop's sanity. This may not be used in consecutive nights.
  • Sanity Switch takes place the night of. So the investigation during night it is used.
  • Cop will not be informed if sanity is swapped.
  • Deputy will be sane if made cop, regardless of Cop's sanity at time of death.
Last edited by BBmolla on Wed Nov 04, 2015 8:26 pm, edited 2 times in total.
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Post Post #8459 (ISO) » Wed Nov 04, 2015 8:25 pm

Post by Aneninen »

^
Cool!
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Post Post #8460 (ISO) » Wed Nov 04, 2015 11:00 pm

Post by BNL »

In post 1301, BNL wrote:
Mafia Confuser

Each night you may target a player. If he is an investigative role he would get the same result as if he targeted the Mafia performing the nightkill, or you if no one in the Mafia performed the nightkill.


*cough*
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Post Post #8461 (ISO) » Wed Nov 04, 2015 11:53 pm

Post by BBmolla »

Congrats?

In post 33, BBmolla wrote:A setup where a mafia chooses if a cop's result is sane or insane every night is interesting as fuck tho

^The idea was from here
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Post Post #8462 (ISO) » Thu Nov 05, 2015 12:30 am

Post by BNL »

Oh wait, never mind. I misread the OP as the Mafia having to target the cop.
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Post Post #8463 (ISO) » Fri Nov 06, 2015 10:21 am

Post by ika »

Make the goon a backup switched in case first one gets lynched on a day 1 it makes it real easy to play a follow cop with innos
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Post Post #8464 (ISO) » Sat Nov 07, 2015 7:20 am

Post by IceGuy »

In post 8419, IceGuy wrote:
Just A Tiny Sliver More Realistic Mafia


2 Mafia Goons
1 Bodyguard
6 Vanilla Townies

There are no Nights and Mafia has infinitely many nightkills they can use at any point. The bodyguard can also choose a protection target at any point, and keeps protecting that person until they select a new one.

Kills on the bodyguard fail (they can only be endgamed), and kills on the person protected by the bodyguard backfire (kill doesn't go through and killer dies).

If the bodyguard gets lynched, a new bodyguard is randomly selected from the VTs. Only the bodyguard themselves is informed of this.

Votes and nightkills will not be considered between a lynch and a nightkill and the mod resolution, as well as in the first 48 hours of the game or after a new bodyguard has been named.


I really want to run this. Please tell me why it won't work.

In post 8458, BBmolla wrote:
Sanity Switch


Is the Cop always sane in the beginning?
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Post Post #8465 (ISO) » Sat Nov 07, 2015 9:25 am

Post by Cheery Dog »

Bodyguard claims at start of the game. They choose someone to protect there. Scum can't go for just killing all the VT, because if they hit one that is protected, that's a town win. If the bodyguard ended up choosing a scum to protect, then scum would win, but it's too obvious a breaking chance to not go for it.
Or scum counterclaim, but a lynched bodyguard produces another bodyguard, which can't be CC'ed without losing the game.

The game is therefore just nightless with an IC
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Post Post #8466 (ISO) » Sat Nov 07, 2015 10:24 am

Post by IceGuy »

In post 8465, Cheery Dog wrote:Bodyguard claims at start of the game. They choose someone to protect there. Scum can't go for just killing all the VT, because if they hit one that is protected, that's a town win.


Backfiring doesn't mean that scum loses, it just means the scum player who performed the kill dies.

Also, I'm not sure the bodyguard claiming before being run up is a good idea. They won't get lynched but will either have to change their reads or randomize their protection so it doesn't become obvious to scum.
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Post Post #8467 (ISO) » Sat Nov 07, 2015 11:38 am

Post by Cheery Dog »

You have it listed as two scum.

Therefore backfiring results in the death of one scum, and the production of two confirmed town (who can't be killed).

It is impossible for scum to win that scenario.
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Post Post #8468 (ISO) » Sat Nov 07, 2015 11:44 am

Post by Cheery Dog »

Increasing the number of players so that it's not instant defeat if the scum try to kill who the bodyguard is protecting would solve the temporary solve the problem, but then what happens when it's down to 2 scum? The stratergy comes back.

Therefore that bodyguard is too OP.
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Post Post #8469 (ISO) » Sat Nov 07, 2015 10:06 pm

Post by IceGuy »

In post 8467, Cheery Dog wrote:
Therefore backfiring results in the death of one scum, and the production of two confirmed town (who can't be killed).


Ah, now I see the problem. Bodyguard could claim their target.
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Post Post #8470 (ISO) » Mon Nov 09, 2015 1:40 pm

Post by St Constantine the Hermit »

Here is my set-up. Not only is it simple, but it is also really good.

Town

Motivator (1)
1-shot JOAT inventor (1)
0-shot assistant JOAT inventor (1)
Vanilla Town (4)


Mafia

Proteus (1)
Goon (2)

- Each JOAT ability (roleblocker, doctor, cop vig) has a 25% chance of being given out as an invention
- Proteus gives out negative utility role modifiers for the next day/night cycle (voteless, hated, self hammerer, drunk, or even a post restriction)
Show
Aye, let old constantine spin ye a tale...

Book of Constantine (Protestant) 214: 112 - God hates you
Book of Constantine (Catholic) 214:112 - God doesn't like you
Book of Constantine (Orthodox) 214:112 - God tolerates you
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Post Post #8471 (ISO) » Mon Nov 09, 2015 1:42 pm

Post by St Constantine the Hermit »

Yes, I know, best set-up ever, right?
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Aye, let old constantine spin ye a tale...

Book of Constantine (Protestant) 214: 112 - God hates you
Book of Constantine (Catholic) 214:112 - God doesn't like you
Book of Constantine (Orthodox) 214:112 - God tolerates you
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Post Post #8472 (ISO) » Tue Nov 10, 2015 1:08 pm

Post by St Constantine the Hermit »

Would people be more interested if I gave it a name? What about boozeboy XXX mafia?
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Aye, let old constantine spin ye a tale...

Book of Constantine (Protestant) 214: 112 - God hates you
Book of Constantine (Catholic) 214:112 - God doesn't like you
Book of Constantine (Orthodox) 214:112 - God tolerates you
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Post Post #8473 (ISO) » Wed Nov 11, 2015 3:19 am

Post by vonflare »

hated is the same as self hammerer
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Post Post #8474 (ISO) » Wed Nov 11, 2015 3:20 am

Post by vonflare »

also no post restrictions
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