[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #4100 (ISO) » Sun Oct 16, 2011 9:51 am

Post by Meransiel »

In post 4096, Vi wrote:Seer: "Well if you're going to lynch me, two of the Werewolves are ____ and ____. I'm not going to tell you the other person I investigated because they were Town."
Werewolf team: :(


Um...How is that even possible?!

No seriously, you just implied that 2 lynches already happened, and both were town :?
And the seer had a 66% precision.

It's just extremely unlikely. And an exceptional case.
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Post Post #4101 (ISO) » Sun Oct 16, 2011 10:30 am

Post by Whiskers »

Or only that the seer had 66% accuracy.

HHel, how about a mafia lynch D1 and a Werewolf D2?

Not to mention that two town-lynches is not unlikely by any stretch of the imagination.
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Post Post #4102 (ISO) » Tue Oct 18, 2011 1:21 am

Post by Hoopla »

4x Mafia Goons
11x Modified Vigs

~~

- Daystart
- Each night, every town player must submit a target to be vig-killed
- Scum select which town vigs' shots succeed.
- Scum still have a nightkill.
- Scum has various numbered cards; 0, 1, 2, 3, 4, 5. These numbers correlate with how many shots that must succeed in a night. Each card can only be used once, in any order.
- Endgame rules: Day beginning with 4 Goons/4 Townies, 3 Goons/3 Townies, 2 Goons/2 Townies and 1 Goon/1 Townie doesn't end the game
unless
scum still has their 0 card. Scum win when day starts with scum outnumbering the townies.
- 50% of players required to no-lynch.
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Post Post #4103 (ISO) » Tue Oct 18, 2011 1:27 am

Post by Quilford »

Heh, that's not bad.
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Post Post #4104 (ISO) » Tue Oct 18, 2011 4:22 am

Post by Quilford »

Hi. This is a version of C9++ for 9 players. It's fiddly to generate, as you would expect from downsizing such a complex setup.

I expect it to be fairly imbalanced in parts.

----

Select 4 numbers between 1 and 20 (no duplicates) and convert them to letters:
1-10 = T
11-13 = C
14, 15 = D
16, 17 = V
18, 19 = M
20 = B

0T = Goon + Rolecop
T = Goon + Goon
TT = Goon + Goon
TTT = Goon + Goon + 1 more letter generation (w/out T)
TTTT = Goon + Rolecop

C = 1-Shot Cop
CC = 2-Shot Cop
CCC = 3-Shot Cop

D = 1-Shot Doc
DD = Doc

V = 1-Shot Vig
VV = 1-Shot Dayvig

M = Macho Innocent Child (via PM)
MM = Innocent Child (outed D1)

B = 1-Shot Lengthy Roleblocker (roleblocks someone until the end of the next night)

Combine all 1-Shot roles into a single JOAT except where there are 2 or 3 Ts.

Add a number of Vanilla Townies so that there are 9 players.
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Post Post #4105 (ISO) » Tue Oct 18, 2011 4:36 am

Post by izakthegoomba »

That sounds... interesting. I'm not sure how we'd go about balancing it.
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Post Post #4106 (ISO) » Tue Oct 18, 2011 4:46 am

Post by animorpherv1 »

Let's test it out then:

Original Roll String: 4d20
4 20-Sided Dice: (10, 6, 17, 13) = 46
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Post Post #4107 (ISO) » Tue Oct 18, 2011 4:47 am

Post by animorpherv1 »

Goon, Goon, 1-shot Cop, 1-shot Vig, 5 townies.

I'd consider that fairly balanced. Maybe a bit town sided, if anything.
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Post Post #4108 (ISO) » Tue Oct 18, 2011 7:38 am

Post by Empking »

1-shot Vigs are kinda lousy in odd number set ups (especially in such a small one.)
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 #4109 (ISO) » Tue Oct 18, 2011 9:00 am

Post by izakthegoomba »

Actually, it would be 2 Goons, JOAT (Cop/Vig), 6 Townies.

I'll try one too:

Original Roll String: 4d20
4 20-Sided Dice: (5, 16, 7, 7) = 35
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Post Post #4110 (ISO) » Tue Oct 18, 2011 9:00 am

Post by izakthegoomba »

Crap.

Original Roll String: 4d20
4 20-Sided Dice: (17, 7, 10, 18) = 52
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Post Post #4111 (ISO) » Tue Oct 18, 2011 9:02 am

Post by izakthegoomba »

2 Goons, 1-shot Vig, Macho Innocent Child, 5 Townies.

Hmm.

This will certainly give out some odd setups. Probably swingy.
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Post Post #4112 (ISO) » Tue Oct 18, 2011 10:00 am

Post by animorpherv1 »

In post 4109, izakthegoomba wrote:Actually, it would be 2 Goons, JOAT (Cop/Vig), 6 Townies.



2 Ts mean no JOAT.
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Post Post #4113 (ISO) » Tue Oct 18, 2011 10:18 am

Post by Quilford »

In post 4108, Empking wrote:1-shot Vigs are kinda lousy in odd number set ups (especially in such a small one.)

Exactly my thoughts. Could we make the Vs represent something else?
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Post Post #4114 (ISO) » Tue Oct 18, 2011 10:19 am

Post by Quilford »

Original Roll String: 4d20
4 20-Sided Dice: (5, 18, 6, 4) = 33
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Post Post #4115 (ISO) » Tue Oct 18, 2011 10:20 am

Post by Quilford »

Original Roll String: 1d10+10
1 10-Sided Dice: (8)+10 = 18
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Post Post #4116 (ISO) » Tue Oct 18, 2011 10:23 am

Post by Quilford »

2 Goons, Innocent Child, 6 Townies.

Hmm.

Maybe instead of Vigs the town gets watchers or trackers?

EDiT: How about redirectors?
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Post Post #4117 (ISO) » Tue Oct 18, 2011 7:30 pm

Post by Ythan »

Shrinking c9++, will take a look at this.
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Post Post #4118 (ISO) » Tue Oct 18, 2011 7:36 pm

Post by Hoopla »

I like the idea of shrinking it too, but it's going to take a lot more work. Smaller games are so fickle with balance.
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Post Post #4119 (ISO) » Tue Oct 18, 2011 9:26 pm

Post by Ythan »

What if the mod simply generated one less letter to go along with the smaller playerlist. Maybe one less letter for every two players removed. That probably needs to be tweaked but it's a rough guess.
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Post Post #4120 (ISO) » Tue Oct 18, 2011 9:28 pm

Post by Ythan »

In fact, if something like that can be worked out then the setup can be rewritten to generate y letters based on x players.
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Post Post #4121 (ISO) » Tue Oct 18, 2011 9:33 pm

Post by Quilford »

I think it would have to be y letters based on x players chosen out of a range of z numbers.
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Post Post #4122 (ISO) » Tue Oct 18, 2011 9:50 pm

Post by Ythan »

That doesn't really make sense. I assume you mean limit the number of players or letters to some range.
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Post Post #4123 (ISO) » Tue Oct 18, 2011 9:59 pm

Post by Hoopla »

Here is what I would do:

Roll 5 numbers (no duplicates);

1-10 - T
11-14 - I (Investigation)
15-17 - P (Protection)
18-19 - M (Mason)
20 - K (Killing)

I - Tracker
II - Cop
III - Cop, Tracker
IIII - Cop, Cop

P - Doctor
PP - Jailkeeper
PPP - Doctor, Jailkeeper

M - Innocent Child (PM version)
MM - Mason pair

K - 2-Shot Vig

TTTTT - 2 Mafia Lovers
TTTT - 2 Goons
TTT - 2 Goons
TT - 1 Goon, 1 Godfather OR 1-shot RB
T - 1 Goon, 1 Godfather OR 1-shot RB
0T's - 1 Goon, 1 Godfather OR 1-shot RB

~~

You can't really afford to have 2:7 mountainous as a possible option for this, and you can't really afford to have an SK in a game so small, so 2:7 with Lovers seems like a good solution - it's hard on scum, but they have perfect knowledge of the setup and can fakeclaim roles if need be. The hardest win for town is in the TTTT section as they only get one PR, but I've given them full roles to make the most of setups with low amounts of PR's.

Scum don't have full information on a setup except for mountainous, which makes selecting a GF or RB harder and also doesn't confirm which setup the town is in if they lynch one of them. 0T's might seem harsh for scum, but I expect with ~4 PR's, they'd probably end up tripping over themselves or be worried that scum is fakeclaiming one of them.
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Post Post #4124 (ISO) » Tue Oct 18, 2011 10:11 pm

Post by Quilford »

I think it would make a good newbie setup.



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