[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #650 (ISO) » Thu Apr 09, 2009 4:54 pm

Post by Mr. Flay »

Just hunting the data. You always have such pretty charts, I wondered if it was all illustrative or if some of it was based in your data mining.
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Post Post #651 (ISO) » Thu Apr 09, 2009 5:03 pm

Post by Adel »

I think in shapes, so that is the easiest way for me to communicate.
Adel wrote: (i'm borrowing graphics, obviously)
I guess my disclaimer wasn't explicit enough. I found graphics that kind of fit the shapes I had in my head, and used them for illustrative purposes, only.
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Post Post #652 (ISO) » Thu Apr 09, 2009 5:14 pm

Post by Tenchi »

Doublecrossed (edits in BOLD)

2 Doctors
5 Vanilla Townies
2 Mafia Lovers

1 Vampire

Mod Notes:

Vampire: Plays for Town. If NKed, stays and becomes a Mafia Lover

Doctor: Cannot protect self
Mafia Lovers, together submits two choices, one choice to kill and one choice to roleblock.
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Post Post #653 (ISO) » Thu Apr 09, 2009 5:17 pm

Post by Tenchi »

Mr. Flay wrote:Just hunting the data. You always have such pretty charts, I wondered if it was all illustrative or if some of it was based in your data mining.
Theoretically the graphs illustrate the point well.

If you/Adel/anyone can direct me to some math/simulators/calculators for it, that would be awesome.
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Post Post #654 (ISO) » Thu Apr 09, 2009 5:24 pm

Post by Adel »

dig though the MD forum and the wiki... the meat is here though: http://www.mafiascum.net/forum/viewtopic.php?t=10751
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Post Post #655 (ISO) » Thu Apr 09, 2009 6:07 pm

Post by Tenchi »

I'm going to try to grasp the numbers part by reviewing some statistics. I need it too for my other game that I'm making.

Others, feel free to review using guesstimation. I will repost my findings soon.
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Post Post #656 (ISO) » Thu Apr 09, 2009 6:08 pm

Post by Tenchi »

Question: At what state is the Open Setup Approval Committee in? Are they approving setups from players or are they still reviewing past setups? Does the committee still exist?
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Post Post #657 (ISO) » Thu Apr 09, 2009 6:36 pm

Post by Adel »

Tenchi wrote:Question: At what state is the Open Setup Approval Committee in? Are they approving setups from players or are they still reviewing past setups? Does the committee still exist?
it is a recent group, only a couple of months old.
We're almost done evaluating setups that have been run in the past, but we've stalled out on how to evaluate games with two scum groups.

After that we will start on un-run setups, but we haven't started to figure out which order we will go in. It is a work in progress.
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Post Post #658 (ISO) » Fri Apr 10, 2009 5:32 am

Post by shaft.ed »

I don't like the Lovers idea. It really doesn't do anything to address the problem IMHO and makes the scum arbitrarily weaker and adds a very different dynamic to the game detracting from the core "Vampire" mechanic is supposed to be focusing on.

I'd "solve" it by giving the scum a finite number of roleblocks that they can use whenever they wish, One attempt per night phase.
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Post Post #659 (ISO) » Fri Apr 10, 2009 6:14 am

Post by Tenchi »

shaft.ed wrote:I don't like the Lovers idea. It really doesn't do anything to address the problem IMHO and makes the scum arbitrarily weaker and adds a very different dynamic to the game detracting from the core "Vampire" mechanic is supposed to be focusing on.

I'd "solve" it by giving the scum a finite number of roleblocks that they can use whenever they wish, One attempt per night phase.
Lovers comment noted. The roleblocks are meant to be one per night, as a group action.
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Post Post #660 (ISO) » Fri Apr 10, 2009 6:17 am

Post by shaft.ed »

Tenchi wrote:
shaft.ed wrote:I don't like the Lovers idea. It really doesn't do anything to address the problem IMHO and makes the scum arbitrarily weaker and adds a very different dynamic to the game detracting from the core "Vampire" mechanic is supposed to be focusing on.

I'd "solve" it by giving the scum a finite number of roleblocks that they can use whenever they wish, One attempt per night phase.
Lovers comment noted. The roleblocks are meant to be one per night, as a group action.
Yes, I'm saying limit the number. Say two total per game? That adds another layer to the Docs claiming/scum RB'ing etc.
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Post Post #661 (ISO) » Fri Apr 10, 2009 7:24 am

Post by Tenchi »

shaft.ed wrote:
Tenchi wrote:
shaft.ed wrote:I don't like the Lovers idea. It really doesn't do anything to address the problem IMHO and makes the scum arbitrarily weaker and adds a very different dynamic to the game detracting from the core "Vampire" mechanic is supposed to be focusing on.

I'd "solve" it by giving the scum a finite number of roleblocks that they can use whenever they wish, One attempt per night phase.
Lovers comment noted. The roleblocks are meant to be one per night, as a group action.
Yes, I'm saying limit the number. Say two total per game? That adds another layer to the Docs claiming/scum RB'ing etc.
Limiting the number complicates the setup (the additional roleblock ability is a deviation already). Also, the issue here (for me) is the fun will stop if the Doctors do NOT make it to end game. I'll try to run the original setup and check for swinginess (I have a basic vanilla simulator already).
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Post Post #662 (ISO) » Fri Apr 10, 2009 7:28 am

Post by shaft.ed »

Shrink the set up so it starts closer to end game?

1 Doc, 1 Scum, 1 Vamp, X townies?
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Post Post #663 (ISO) » Fri Apr 10, 2009 7:31 am

Post by Tenchi »

That is more swingy, since recruitment effectively doubles the size of scum. Removal of Doc early removes the fun part too.

EDIT: BTW, I like the intention of shrinking it. I want this to be tight as possible.
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Post Post #664 (ISO) » Fri Apr 10, 2009 2:01 pm

Post by Adel »

shaft.ed wrote:Shrink the set up so it starts closer to end game?

1 Doc, 1 Scum, 1 Vamp, X townies?
I don't like it because it doesn't meet my personal standard for an informed minority, and therefor isn't what I consider to be mafia. I suggested the use of the Lovers Mechanic because I also wanted to shrink it, while preserving the informed minority.
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Post Post #665 (ISO) » Fri Apr 10, 2009 2:23 pm

Post by Tenchi »

The thing is, the Lovers right now would significantly weaken Mafia, and would complicate the setup. I will try what happens with more Townies though. I'm almost done with my program.
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Post Post #666 (ISO) » Sat Apr 11, 2009 9:31 am

Post by Tenchi »

I'm having trouble with the accuracy of my program. Will update you guys when I finish.
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Post Post #667 (ISO) » Sat Apr 11, 2009 9:34 am

Post by Empking »

Green Modding Guide


Mafia:

1 GF
1 RB

Town:
1 Cop
1 Doc
1 Vig
3 Townies
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #668 (ISO) » Sun Apr 12, 2009 11:48 am

Post by Simenon »

Mafia A; Mafia B

Nightless
Mafia A
Mafia B
4 Townies

If Mafia B is lynched before Mafia A is lynched, everybody loses.
Mafia A wins all three player endgames.
SEND THE VECTOIDS
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Post Post #669 (ISO) » Sun Apr 12, 2009 11:53 am

Post by animorpherv1 »

Simenon - Are Mafia A and Mafia told they are A & B? If not, you'd need to change that.
Empking - A good basic setup, for players who are new. At least, in my opinion. My only concren is the Vig, which doubles the kills/night. With 7 town and 2 Mafia, that may be bad, unless we have perfect doc protections.
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Post Post #670 (ISO) » Sun Apr 12, 2009 12:46 pm

Post by Simenon »

animorpherv1 wrote:Simenon - Are Mafia A and Mafia told they are A & B? If not, you'd need to change that.
Yes, they are told, or else everyone will lose more than half the time.
SEND THE VECTOIDS
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Post Post #671 (ISO) » Wed Apr 15, 2009 11:27 am

Post by skitzer »

A Mafia Composed of Jesters

2 Jester Masons (win condition is to get one of them lynched)
10 Townies

This probably needs a lot of tweaking, but the basic mechanic is very interesting IMO.
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Post Post #672 (ISO) » Wed Apr 15, 2009 11:34 am

Post by dahill1 »

It's basically Loser Mafia (mafia want to get lynched, town want to lynch other town)
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Post Post #673 (ISO) » Wed Apr 15, 2009 12:30 pm

Post by charter »

Yeah, that's not mafia at all.
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Post Post #674 (ISO) » Wed Apr 15, 2009 12:32 pm

Post by dahill1 »

Nah it was actually a fun game, just pointing out that it's already been done

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