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This forum is for discussion of individual Open Setups, including theoretical balance.
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ika
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ika
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Post #7042 (isolation #0) » Fri Jul 11, 2014 2:17 pm
Postby ika »
i would make it prison guards get vig only.
d1 massrole call is nearly borken by all the BP claiming and then the vigs claim (w/ BP) then either mafia CC and 1v1 or claim BP and then becomes POE. this would at least discourage them from outing right away.
also i would have at least one mafia (maybe 2) be BP so its not as easy to POE the entire game (tgis would make BP+vig better overall then)
Win conditions might need to be clarified more. And town might be too weak. May be most beneficial to add a power role and turn the cop and seer into a single bloodhound?
Personally i think the tracker is the only weak role to town. i would swap it out with a town doc. the ninjas almost make the tracker useless IMO
Win conditions might need to be clarified more. And town might be too weak. May be most beneficial to add a power role and turn the cop and seer into a single bloodhound?
Personally i think the tracker is the only weak role to town. i would swap it out with a town doc. the ninjas almost make the tracker useless IMO
You're not factoring what the tracker can track. Cop, Seer, Vig, Maf Doc, and Werewolf Doc. That's important. And then when a mafia ninja/werewolf ninja dies, it becomes all that more powerful.
true i look at many prs in regards to finding scums. to me tracker in this setup is either the most powerful/broken or the most damaging role when put in that perspective.
Looking back to the cop/seer, i like it how it is due to the fact each faction has to try to hunt out their counter part and not just conjointly find one pr. Plus if WW kill cop thinking it was seer, it only helps the mafia faction. imo if you were to remove both and make universal BH, i would maybe have a X-shot doctor. This way the mafia/WW doc could at least try to draw out the doc claim or have some cover and not be screwed by a tracker if they claim VT.
While town could massclaim and have confirmed lovers, I don't think it's optimal? Tons of good fake claims for the mafia. Thoughts? Maybe increase it to 11 and add a traitor, yeah?
well actualy is unoptimal due to fact of mafia bomber. The moment one gets outed it would be a good idea to just outright bomb to avoid affiliations and cut them short.
my only dislike is BP, bc if mafia hit lover (while botha re alive), it becomes lylo/loss next night, I would take out the part of "works by kill of SS and veng" b/c that makes it extemly scum sided when they get 2 nights of kills
In post 7115, ika wrote:I would take out the part of "works by kill of SS and veng" b/c that makes it extemly scum sided when they get 2 nights of kills
Optimal strategy then becomes to vengekill or supersaint all beloved princess claims.
Yes thats what i woudl suspect as well, i just think with SS+vengs activating BP ability makes it heavy scum sided due to the fact that they can take out up to 3 towns and puts them into a 2v4 game...
another thing that could happen is veng shoots lovers and then BP get lynched, iirc that would be game for scums to win.
Post
Post #7119 (isolation #5) » Sun Aug 10, 2014 5:01 pm
Postby ika »
if you are to keep the BP activating on SS/Veng i would add 2-3 more VT or maybe add in a protective just so it doesnt go day 2 LyLo or scum win over one lynch (unles its late game)
Post
Post #7150 (isolation #9) » Sat Aug 30, 2014 1:36 am
Postby ika »
i would say then that if both igniters die all primed players get auto-ignited and then the regular primer gets a regular kill or something of the sort
In post 7152, TierShift wrote:shouldn't scum be punished for letting their igniters die tho?
In most cases losing all primes is a pretty big punishment, making all previous days effectively nightless
that's not such a big deal if scum get killed in the first two days, but that's counterbalancing
Yeah but
You should be able to manage one of your igniters staying alive as a scumteam. If you fail at that, I don't see why you should receive 'help' and gain a NK. In some situations with a very strong town voice, it might even be a relief to ditch your last igniter to just get the NK. It doesn't make sense.
JW, there's no reason to withhold info scum already has. Even if you don't use it, you should clam if primed or not. And as BB said, it makes it harder for scum to fakeclaim.
then just remove the set nk, the one thing they should get atleast is the auto-ignition or that last mafia may ignite themselfs but may no longer prime.
In post 7260, BBmolla wrote:Interesting. Thanks for taking it a step further.
Thank you!
I like the thought of the dual roleblockers, because it really nails down any claiming nonsense. That, and those RB possibilities make it interesting. They wouldn't be able to RB each other either. That'd be kind cool if
Fire Mafia
RB'd
Ice Mafia
who tried to NK or Cop another member of
Fire Mafia
. Hm... Tactical...
Do you think I should leave it as is, or try to tech in some weaker PRs to make it more interesting?
What if instead of a Town Doctor were used, two elemental Docs were used instead? And/or add in elemental 1-Shot PGOs, too?
I'd like to make the game as duality-based as possible. Elemental counterparts.
theres a flaw in the rb/cop claimers idea your trying to set
the 2 town cops can ust claim cop w/o claiming who they find. it essensaly makes more wifom games. plus its entirely negated by just outright killing them but you have 2 cops who dont have claimed who they find so both teams are going to most likely do coin flips on who to kill and could just waste their time.
they could argubly both RB one kill other, but it still leads to same thing of they are still around
In post 7274, BBmolla wrote:What ideas do you want implemented in this setup in particular
Mainly I want it like a Large Fire and Ice where the NKs on each other turn into Cop guilties. Instead of 12:2:2, try 15:3:3.
That's pretty much it. I'd like to keep it at 21 while having it balanced and not boring. Multiple, randomized Neighborhoods and Scum teams with Daytalk, too. I created a game like this with 16 players offsite, and that game has been epic with over 4,000 posts, and a combined 2,000+ posts in Neighborhood QT discussion, strategy, and interest.
the problem is wake, those games are full of newer players (minus a few here and there)
in neighborhoods, my intial thought is to suspect everyone and trust nobody, its even easyier for scums to just dismantle a neighborhood and destroy it.
if you ever take a look into the alicae in wonderland game you will see that the scums just manipulate neighborhoods to an extent, and the one that had none exploded into a fight.
add in daytalk and scums can easily communicate all things going on at once if they get randomized into all the hoods. a neighborhood (imo) is ment to talk about players in secretive. if its known that scums can exist in all of them i would never post in there.
Do you like having your win condition change half-way though a game?
If you somehow do, can you please explain how you manage to do that with a day phases of 2 weeks of each alignment?
and other people having theirs changed as well.
addin in to this, what happens if zombie gets lynched day 1? now we have 3v9 (after nk) and leaves then with 2 myslynches beofre they gain majority
and does it affect scums? how would that resolve? what happens when all scums get zombied? no more nk then. then they can just go "hey no lynch lets all be converted and we all win"
*Day works as normal
*At nights mafia have the power to give a VT a gun to shoot for the night. If the VT hits town, the shooter dies. If the VT hits scum, the shooter lives and scum dies.
*During one night of scum's choice, they can kill as normal instead of giving town a gun
the gun gets passed out at end of day right?
assuming so i feel like its slightly townsided due to the fact that town has not only the lynch but now a gun