In post 7626, wgeurts wrote:That's why I said element isn't revealed on death.
Your latest edition has an error where that wasn't the case.
Although I think I'd rather see more mislynches for the town, you have the numbers right as no kills blocked won't lose the game with a scum lynch at 5:3.
Although if 2 kills are stopped the game is practically over at 4:3 even with a scum lynch, I guess it would play out if there were at least one correct elemental doctor alive.
I think you should go with a less complex approach first though with multiple macho doctors against multiple mafia kills.
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 7626, wgeurts wrote:That's why I said element isn't revealed on death.
Your latest edition has an error where that wasn't the case.
Although I think I'd rather see more mislynches for the town, you have the numbers right as no kills blocked won't lose the game with a scum lynch at 5:3.
Although if 2 kills are stopped the game is practically over at 4:3 even with a scum lynch, I guess it would play out if there were at least one correct elemental doctor alive.
I think you should go with a less complex approach first though with multiple macho doctors against multiple mafia kills.
Mmm, true.
I'm interested to see the setup in practice.
In post 7630, wgeurts wrote:Mmm, mabye I should make the immunity to their own element 1-shot or take it away completely. Thoughts?
I would just take it away. The like the concept of 3x Mafia each with their own kill method + 3x Doctors, one that protects against each kill type. Its a low (but existing) chance of stopping a kill, but also some named townies.
In post 7630, wgeurts wrote:Mmm, mabye I should make the immunity to their own element 1-shot or take it away completely. Thoughts?
I would just take it away. The like the concept of 3x Mafia each with their own kill method + 3x Doctors, one that protects against each kill type. Its a low (but existing) chance of stopping a kill, but also some named townies.
I agree with Llamafluff, the immunity to their own element should be taken away, IMO.
With regards to your recent one posted, I'll have a look. I still think it can be broken with doctor trickery though, though I haven't checked in more detail.
I haven't found any flaws, obviously lynching all the mafia is not the ideal move unless both town are certain of each other, ideal mafia strategy is probably to get both of themselves lynched though.
Come see me in the Great American Melodrama in Oceano
In post 7630, wgeurts wrote:Mmm, mabye I should make the immunity to their own element 1-shot or take it away completely. Thoughts?
I would just take it away. The like the concept of 3x Mafia each with their own kill method + 3x Doctors, one that protects against each kill type. Its a low (but existing) chance of stopping a kill, but also some named townies.
Names townies are underused
Thoughts on my most recent posted version?
Like Riddle is saying, its slightly breakable still through coordination. Works both ways though. All named town makes claiming harder for scum, but having the ability to choose the protection type can make it almost game breaking for town if scum does bad out the gate.
Basically its a swing factor. Naming townies (kill specific permanent doctors) creates a game where you are able to essentially predict the same level of balance either way. Creating the game where doctors can choose what kills they are protecting against makes it harder to win for scum if they lose a member, especially two members, early. Imagine the game where scum gets lynched lets say day one and on day two... last two doctors basically becomes BP and game is over. That many named town is already going to be hard for scum to combat.
Bb, you should work on formulating the setup. It took me at least 3 minutes to see how it would actually play out.
In post 7635, BBmolla wrote:If town is lynched day 1, the game continues into 3p and another lynch occurs which also doesn't flip.
This is not conditional, right? It always continues into 3p.
In post 7635, BBmolla wrote:If both are town, the dead mafia select one of them to be flipped.
One of themselves. You should have said themselves.
On the setup itself...meh. It would be in scum's best interest to get themselves lynched twice, probably, which leads to a setup with what...two jesters?
water vuln. to earth
earth vuln. to fire
fire vuln. to water
---
if earth dies, it's a fire goon still alive
water -> fire
fire -> water
still breakable
If town are able to kill two of the goons without losing a doctor, they've done well.
I'd get rid of the tracker though. I think it's too powerful even with macho status.
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 7638, TierShift wrote:Bb, you should work on formulating the setup. It took me at least 3 minutes to see how it would actually play out.
In post 7635, BBmolla wrote:If town is lynched day 1, the game continues into 3p and another lynch occurs which also doesn't flip.
This is not conditional, right? It always continues into 3p.
In post 7635, BBmolla wrote:If both are town, the dead mafia select one of them to be flipped.
One of themselves. You should have said themselves.
On the setup itself...meh. It would be in scum's best interest to get themselves lynched twice, probably, which leads to a setup with what...two jesters?
And your avi...noooooooo pls
Yeah I'm bad at articulating sorry
If they make it too obvious, then town just no shoots and wins.
It's just not really mafia. I'm trying to think of more 4p "things" but I keep coming back to we need a fifth.
Come see me in the Great American Melodrama in Oceano
@BBmolla, when 9P RITP ends I will get back in line for "Would you like to be my neighbor?"
Assuming no one sees big flaws with that setup before then
You can backup or play and can decide when you want. Running culdasac may be awhile if I can't talk zoraster into over looking some experience requirements given my illustrious marathon mod history and my face to face mod history at some conventions
When I joined this site, I was a software tester for mobile business applications and the song PokerFace was not yet written by Lady Gaga
Now I test lottery and gambling software as my job. It's funny how my life has turned out. Somewhere a Time Traveler is laughing madly
1 Loyalist King
1 Loyalist Recruiter
1 Loyalist Vig
- Mafia wincon: Win when the Loyalist King is eliminated and there are more mafia than loyalists
- Loyalist wincon: Win when the Pretender is eliminated and there are more loyalists than mafia
- Town wincon: Win when one faction is completely eliminated
- Loyalist Recruiter and 2 Mafia Yakuza's pick one player each to recruit before game begins
- Players recruited into the mafia or the loyalists wont know which faction they joined, just whom the king/pretender of the faction is
- If the loyalist recruiter, or a yakuza dies, all the players the person in particular recruited become vanilla townies again. This is not announced to the other players.
I've hosted this set up on another site before, and it got lots of positive reception. Does someone want to give it a go here?
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
Basically all of what BBmolla says. Also the fact that per your win condition a D1 lynch of either Pretender or King is lynched and the game is over as other faction just met their win condition.
This can't be broken here are the different claim scenarios:
One doctor claims, the other two protect him. The protecting doctors don't know which elements the mafia still has (unless there are 3) and don't know what the other doctor will pick. 4 out of 9 chance that they choose different elements and then there's still one left unprotected