[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #6750 (ISO) » Mon Feb 10, 2014 9:53 pm

Post by Plessiez »

In post 6746, Leafsnail wrote:Also, I was thinking of running a version where the mafia get to choose the next gunbearer after they're shot (kindof like a vengekill). Has anyone ever run a setup like that, or alternatively, does anyone have any tips for calculating win probabilities more easily for such a game?
Not quite the same thing, but last year I ran a version (off-site) where the mafia had a (single-shot) ability which let them (secretly) nominate a (town) player at the start of the game who would never be allowed to become the gunbearer. If this player were shot by the gunbearer, they would
both
die and the mafia would get to choose the next gunbearer from the remaining townies. (Obviously?) the nominated player wasn't told that he was the nominated player until
after
he was shot...

I spent quite a bit of time working out EVs for that. At some point I wondered if I should have made the scum's ability multi-shot instead of 1-shot. In that case, there's a nice(ish) closed expression for the odds of a town win: with S scum and T townies town wins 1/(2S) of the time if T=S+1 and town wins (T-S)/(T+S) of the time if T>S+1. So if you start with 4 scum and eight townies, town wins a third of all games with random voting. I have no similar nice expression for the town's chances when the ability is single-shot, but it's obviously more than that and less than the (T-S)/T of standard popcorn mafia (with 8 townies and 4 scum, town wins 39.7% of all games, for instance).

I also thought briefly about a version where the mafia had venge-kills whenever they died (but the current gunbearer was bulletproof). This is even harder for town than the "multi-shot ability" version above (with 8 townies and 4 scum, town win only 30.5% of games), though again I couldn't work out a nice close expression (or if I did, I never posted it in the game's dead thread).

... actually, I think this last variant is very close to your idea, isn't it? (From the random-voting perspective, having the gunbearer die when he shoots mafia and letting the mafia pick a new (town) player to become gunbearer seems to be equivalent to having the current gunbearer live and letting the mafia kill a different town player.) "Balanced" set-ups might be 7 townies against 3 scum (town wins 43.8% of games) or 10 townies against 4 scum (town wins 43.0% of games). Not thinking about it too hard right now, but I think the numbers stay the same even when the mafia can pick themselves as gunbearer (simply because it's suboptimal for the mafia to ever actually pick themselves like this; S scum always do better against T townies than (S-1) scum do against (T-1) townies.)

Will see if I can dig up my original notes for this in the next couple of days. At the very least I should have the spreadsheets where all the above numbers came from lying about somewhere.
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Post Post #6751 (ISO) » Mon Feb 10, 2014 11:14 pm

Post by Cheery Dog »

The non-gunbearer thing sounds like it would be good. I'd do it so they had a multi-shot of picking someone that couldn't be the next gunbearer.

Having mafia vengekill a non-gunbearer would be more useful for their team as they would then be able to pick off the people that obviously weren't going to be shot by any town player.
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Post Post #6752 (ISO) » Mon Feb 10, 2014 11:34 pm

Post by JasonWazza »

Wouldn't they just non-gunbearer all those they thought would be shot, and give the gun to the townies in the hope they kill themselves?

Especially because it's in their best interest for a non-gunbearer to be killed.
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Post Post #6753 (ISO) » Tue Feb 11, 2014 12:47 am

Post by Leafsnail »

Yeah I'm not expecting mafia to ever pass the gun to each other, it's basically a vengekill afterall. I thought giving the scum a chance to fire back like that would reduce the possibility of them being curbstomped by, like, a pair of obv townies or a single very good gunbearer. Plus I kindof like the simplicity of "the gunbearer must choose a new gunbearer, then die, always".

The idea of allowing mafia to predict mis-shots is interesting though.

e: and thanks for those numbers, Plessiez, the setups do seem to be equivalent EV wise.
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Post Post #6754 (ISO) » Tue Feb 11, 2014 12:50 am

Post by Alduskkel »

Hmm, is there no hope for a setup that is
A) Multiball
B) Doesn't have crosskills
C) Isn't swingy as hell
D) Isn't insanely scumsided
E) Isn't nightless
F) Doesn't take forever to play (i.e. balancing just by jacking up town numbers extremely high, or something absurd like Triple Day)
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Post Post #6755 (ISO) » Tue Feb 11, 2014 12:52 am

Post by Alduskkel »

For the record, my hope was an open equivalent to this game.
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Post Post #6756 (ISO) » Tue Feb 11, 2014 1:42 am

Post by Leafsnail »

It's hard because you're basically trying to balance a game with a 4+ scumteam which normally kills twice. You might be able to have a reasonably sized game if you had odd night wolves and even night mafia?
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Post Post #6757 (ISO) » Tue Feb 11, 2014 2:08 am

Post by Alduskkel »

Hmm, wouldn't that be objectively better for the wolves though?
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Post Post #6758 (ISO) » Tue Feb 11, 2014 2:19 am

Post by JasonWazza »

It's not better for either team really, the problem however then becomes, if one side is entirely lynched, town will likely just curbstomp.

EDIT: you also get the problem of no kills happening a lot more often.
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Post Post #6759 (ISO) » Tue Feb 11, 2014 2:24 am

Post by Mr. Flay »

Odd-Even unless one team is eliminated? Sort of a Fire/Ice variant?
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Post Post #6760 (ISO) » Tue Feb 11, 2014 2:29 am

Post by Guyett »

Or have the scum kill work like a FH (50-50 chance of killing) and that if the hit is on the other scum team it is guaranteed to fail
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Post Post #6761 (ISO) » Tue Feb 11, 2014 2:32 am

Post by Guyett »

15 player

3 mafia (1 goon, 1 rolecop, 1 roleblock)
3 werewolf (1 goon, 1 rolecop, 1 rolecop)

town bloodhound (gives town or not town)
town doc
town bulletproof
6 VT (or 5 VT and a Vig that also has the 50-50 kill chance)
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Post Post #6762 (ISO) » Tue Feb 11, 2014 2:40 am

Post by quadz08 »

Please do not ever included percentage roles in any capacity ever thank you
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Post Post #6763 (ISO) » Tue Feb 11, 2014 2:42 am

Post by Guyett »

Image
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Post Post #6764 (ISO) » Tue Feb 11, 2014 3:09 am

Post by Leafsnail »

Maybe the "off" scunteam can also submit a kill, and that kill only happens if they're targeted by the "on" team? I guess there'd still be no kill if the scum both went for each other but that's quite unlikely.
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Post Post #6765 (ISO) » Tue Feb 11, 2014 3:10 am

Post by N »

In post 6750, Plessiez wrote:I also thought briefly about a version where the mafia had venge-kills whenever they died (but the current gunbearer was bulletproof).
I like this idea.
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Post Post #6766 (ISO) » Tue Feb 11, 2014 3:11 am

Post by Alduskkel »

In post 6758, JasonWazza wrote:It's not better for either team really, the problem however then becomes, if one side is entirely lynched, town will likely just curbstomp.

EDIT: you also get the problem of no kills happening a lot more often.
In post 6759, Mr. Flay wrote:Odd-Even unless one team is eliminated? Sort of a Fire/Ice variant?
I think you two are overestimating the power of the Town. In fact, I'd say the main danger would be apathy, similar to mountainous (although, on the plus side, you'd have twice the chance of hitting scum).
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Post Post #6767 (ISO) » Tue Feb 11, 2014 6:11 am

Post by TheButtonmen »

Monty Hall Mafia:


2 Vanilla Townies
1 Mafia Goon

Nightless
If a Townie is lynched D1 the lynch fails.
Routine day with a dirt cheap brush
Then a week goes by and it goes untouched
Then two, then three, then a month
Then the rest of your life, you beat yourself up
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Post Post #6768 (ISO) » Tue Feb 11, 2014 6:13 am

Post by TheButtonmen »

Anyone seeing any glaring issues with this?

It has a good 2:1 Mislynch to lynch ratio, the EV is a touch more town leaning then I'd like but only by 6-8%.
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Post Post #6769 (ISO) » Tue Feb 11, 2014 6:32 am

Post by Leafsnail »

The EV is actually 66% town win - is that acceptable? It seems really punishing for the scum.

e: since the town has a 33% chance to win day one, and then another 50% chance to win day two if they fail.
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Post Post #6770 (ISO) » Tue Feb 11, 2014 6:41 am

Post by Klick »

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Post Post #6771 (ISO) » Wed Feb 12, 2014 1:50 pm

Post by LeMidget »

Bomb-fia


1. Serial Killer
2. Serial Killer
3. Serial Killer
4. 1-Shot Bulletproof Bomb
5. 1-Shot Bulletproof Bomb
6. 1-Shot Bulletproof Bomb
7. Rolecop

Bomb kills Serial Killer after Bulletproof shell is broken. Not lynchproof though.

This probably isn't fair at all.
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Post Post #6772 (ISO) » Wed Feb 12, 2014 4:04 pm

Post by quadz08 »

Not mafia regardless if whether or not it's fair.
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Post Post #6773 (ISO) » Wed Feb 12, 2014 5:33 pm

Post by BBmolla »

Use Protection

9 Players

2 Mafia Lovers
1 Mafia Traitor Vig

4 Town 1-shot Bulletproofs
1 Town Doctor
1 Town Macho Vig

  • Mafia crosskills will fail.


Edit: Replaced Jailkeeper with Vig.
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Post Post #6774 (ISO) » Fri Feb 14, 2014 3:34 am

Post by Plessiez »

In post 6750, Plessiez wrote:I also thought briefly about a version where the mafia had venge-kills whenever they died (but the current gunbearer was bulletproof). This is even harder for town than the "multi-shot ability" version above (with 8 townies and 4 scum, town win only 30.5% of games), though again I couldn't work out a nice close expression (or if I did, I never posted it in the game's dead thread).
My notes for this are pretty uninformative, sadly. If the odds of town winning a game with S scum and T townies is P(S,T) then you need to solve the recurrence relation

(S+T) * P(T+1,S) = T * P(T,S) + S * P(T,S-1)

with initial conditions P(0,S) = 0 and P(T,0) = 1 if T > 0. Which presumably you can do with generating functions, but that seems like a lot more effort than I'd want to put in. The spreadsheet I made just uses this formula, so it's not very interesting.
In post 6768, TheButtonmen wrote:Anyone seeing any glaring issues with this?
It's townsided, as Leafsnail points out (and, since there's no communicating mafia faction, I think it's not really mafia?). But it's also misnamed, surely. Wouldn't a better fit for the name "Monty hall mafia" involve the mod revealing that one of the players
not
on the lynch was VT, and then giving the players the chance to switch or not switch from the original lynch? (This has the same problems though, as far as EV goes.)
In post 6773, BBmolla wrote:
Use Protection
Do the mafia know the identity of the traitor?

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