This forum is for discussion of individual Open Setups, including theoretical balance.
OkaPoka
OkaPoka
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OkaPoka
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Posts: 17300 Joined: March 28, 2014
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Post #105 (isolation #0 ) » Thu Apr 18, 2019 4:47 pm
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by OkaPoka » Thu Apr 18, 2019 4:47 pm
Mutiny Mafia 13 Town (alternatively some flavored name like Crew Members)
4 Mafia (alt: Mafia Crew Members)
This game will feature a "mutiny" mechanic which will be explained more in the night phase section. All deadlines are for example and subject to change along with # of town members and # of mafia members.
Yes the game goes Dawn -> Day -> Dusk -> Night -> Dawn etc.
Dawn
->The names of all mutineers from the previous night will be published.
Day
->Thread will be unlocked for ~12 days
->If there is no captain, by plurality vote, the town must select a captain. If a majority vote is reached beforehand, the captain will be immediately selected.
->Thread will thus be locked at the selection of a captain. However if there already is a captain, the captain may elect to end the day at any time.
Dusk
->The captain will have 36 hours and must select one crew members to "walk the plank" (kill).
->This kill will be published at the end of dusk/start of night
Night
->Is 36 hours
->The crew(everyone except the captain) may submit to the moderator whether they would like to "Mutiny"
->If a majority of the crew elects to mutiny, the captain will "walk the plank" at dawn.
->If the mutiny fails (not enough votes), the captain will remain the captain.
Other notes
->Mafia wincondition is to reach parity with town
->Mafia have access to daytalk at all times
->Days with failed mutinies should have a shorter deadline. (Normal Day/2) ?
OkaPoka
OkaPoka
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OkaPoka
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Posts: 17300 Joined: March 28, 2014
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Post #195 (isolation #1 ) » Sat Apr 27, 2019 9:13 am
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by OkaPoka » Sat Apr 27, 2019 9:13 am
i guess adding a nk would balance it more in theory
but i think having an unrestricted nk might be too powerful in dealing with powertowns in practice for scum because this is essentially mountainous
but i don't really understand balance
thematic idea:
scum have access to a "forced mutiny" where they can auto-mutiny a captain (ofc limited shots. maybe even just 1-shot)
OkaPoka
OkaPoka
Survivor
OkaPoka
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Posts: 17300 Joined: March 28, 2014
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Post #197 (isolation #2 ) » Sat Apr 27, 2019 9:22 am
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by OkaPoka » Sat Apr 27, 2019 9:22 am
do you think giving every mafia a vengekill would be better or limiting it to a factional x-shot ability be better ?
OkaPoka
OkaPoka
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OkaPoka
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Posts: 17300 Joined: March 28, 2014
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Post #198 (isolation #3 ) » Sat Apr 27, 2019 9:32 am
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by OkaPoka » Sat Apr 27, 2019 9:32 am
or maybe upon the death of a scum captain, they have the option to vengekill a mutineer
*this should theoretically allow power town dayplay at the cost of paranoia/failing a mutiny, and enables powerscumming
OkaPoka
OkaPoka
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OkaPoka
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Posts: 17300 Joined: March 28, 2014
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Post #200 (isolation #4 ) » Sun Apr 28, 2019 5:31 pm
Post
by OkaPoka » Sun Apr 28, 2019 5:31 pm
In post 105 , OkaPoka wrote: Mutiny Mafia 13 Town (alternatively some flavored name like Crew Members)
4 Mafia (alt: Mafia Crew Members)
This game will feature a "mutiny" mechanic which will be explained more in the night phase section. All deadlines are for example and subject to change along with # of town members and # of mafia members.
Yes the game goes Dawn -> Day -> Dusk -> Night -> Dawn etc.
Dawn
->The names of all mutineers from the previous night will be published.
-> The mutineed captain will walk the plank, if the mutineed captain is Mafia aligned, he may vengekill one mutineer* (edited)
Day
->Thread will be unlocked for ~12 days
->If there is no captain, by plurality vote, the town must select a captain. If a majority vote is reached beforehand, the captain will be immediately selected.
->Thread will thus be locked at the selection of a captain. However if there already is a captain, the captain may elect to end the day at any time.
Dusk
->The captain will have 36 hours and must select one crew members to "walk the plank" (kill).
->This kill will be published at the end of dusk/start of night
Night
->Is 36 hours
->The crew(everyone except the captain) may submit to the moderator whether they would like to "Mutiny"
->If a majority of the crew elects to mutiny, the captain will "walk the plank" at dawn.
->If the mutiny fails (not enough votes), the captain will remain the captain.
Other notes
->Mafia wincondition is to reach parity with town
->Mafia have access to daytalk at all times
->Days with failed mutinies should have a shorter deadline. (Normal Day/2) ?
ok i edited in a vengekill mechanic for scum to give scum more power, thoughts?
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