[SETUP] Godfathers and Millers

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LlamaFluff
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Post Post #16 (isolation #0) » Wed Jan 25, 2017 2:54 pm

Post by LlamaFluff »

In post 13, callforjudgement wrote:I thought about this setup some more. I believe it's broken for town via hypocopping (allowing it to be mostly solved in a similar way to Dethy; probably not 100% win rate, but fairly high). I'm not sure how easily fixable this is.
That's what I was saying earlier. I think the correct play is to day one have the entire game claim "cop" or "not cop" which eliminates the downside of the town PRs getting a false guilty. Scum is going to have to live through two cop shots being successful N1, meaning that by the time they take down all the cops there will be three successful shots out.

You can also get very tricky with smart town and have a couple of players claim VT and then start no lynching. It might be a risk, but lets say you have three people claim VT (cops don't fake claim) and then you direct cops to all target within that pool while not lynching. Scum is shooting in the dark for a cop suddenly and if they miss, you have a large semi-clear group. You don't even need to hypo-claim the second day, just claim if you have a guilty. Rinse and repeat for D2/N2 cycle and then out everything. Scum likely are dealing with some sort of a 7:3 game with a minimum of three town clear.

I think you need a way for scum to create a false positive result instead of creating situations where town can play follow the cop and scum needs to be nearly perfect with NKs.
Creature wrote:
In post 13, callforjudgement wrote:I thought about this setup some more. I believe it's broken for town via hypocopping (allowing it to be mostly solved in a similar way to Dethy; probably not 100% win rate, but fairly high). I'm not sure how easily fixable this is.
Maybe add a mechanism that harms town for claiming.

Other way to nerf would be 3 cops, each labelled A, B or C (but unaware and flipping just Town Cop), and then make each mafia immune for a certain label. The guilties can be trustable, but the innocents will never be fully trustable.
Don't think it works well still. There is a *little* doubt but not a lot, scum would have to play a WIFOM move and let a cleared town live late. Just from a D2 standpoint where VT lynched/NKed a result is true in 90% of cases. Either way massclaim D1 I think ruins scum. If you want to be really tricky just...

D1 all three cops claim, all agree to target player X. Player X is caught or cleared as cop dies. So you remain with three confirmed town. Rinse and repeat targeting Y, D3 you enter with cop + knowing player X + nearly for sure knowing player Y.
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Post Post #19 (isolation #1) » Sat Jan 28, 2017 5:30 pm

Post by LlamaFluff »

In post 18, Creature wrote:Unaware millers anyone?
Only if you don't mind bastard modding.

I really think you need to create a situation where town power roles are variable (you can even do something like 3 of (Cop, Gunsmith, Innocent Child, Miller, Hider, and Vanilla Cop) or something like that... as previously discussed the amount of roles and the pseudo claim removes some of the threat of the false positives within the group.

Then give scum something like (2 of Framer, Godfather, Doctor) to provide them with a few false innocent roles and a way to generate a false positive which is what is more likely do deal major damage to the town.

Havent really checked any of that for balance, but you are seemingly trying to create a game that blends false positives and false guilty results. To do that I think scum needs more ability to create false results that are not bound by town trying to organize a game breaking tactic that removes a large piece of their power.
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