I think you should be aiming for the low 40s at least for a nightless vengeful.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
^Agreed. EV is a bad metric for nightless vengeful but I'd probably want 35-45%.
In post 1174, Gypyx wrote:original crossfire had only the first hammer resolve, no simultaneous stuff
In post 1170, Ruby Red wrote:Votes are not reset after an elim occurs (so combo elims can occur if someone else was on L-1 with the person who was eliminated not voting for that person).
In post 1176, Jingle wrote:^Agreed. EV is a bad metric for nightless vengeful but I'd probably want 35-45%.
In post 1174, Gypyx wrote:original crossfire had only the first hammer resolve, no simultaneous stuff
In post 1170, Ruby Red wrote:Votes are not reset after an elim occurs (so combo elims can occur if someone else was on L-1 with the person who was eliminated not voting for that person).
i mean yes but like, imagine this scenario :
player 1 (2) player 2 ; 3
player 2 (2) player 3 ; 4
player 3/4/5/6 (0)
if player 6 posts
VOTE: player 2 VOTE: player 1
player 1 wouldn't get hammered as player 2's vote goes away
Like, if I set up a situation where a vote hammered someone which then hammered someone else which then hammered someone else, would the hammers all resolve and then the venges or would the venges resolve between each vote count check?
A dies, now B is at majority. If venge first, A can kill D and save B. If lim first, B dies and only C and D are alive. It gets even wonkier if you add in a situation where C votes A and B.
PEdit: Thanks. What if C voted both A and B in my above example?
votes are counted sequentially within posts, so a dies first and gets a venge and then the rest resolves with c's vote on b if the game is still going on
wagon ties are always resolved by seniority if the numbers for a maj change such that multiple wagons are hammered
My guess is that setup is scumsided, MC, but it's also probably fast enough that if you run it as a blitz/marathon people won't care that it's scumsided.
In post 1184, MURDERCAT wrote:If, at any point, the number of town is 1 greater than the number of mafia, the game returns to normal day voting rules. If a member of the mafia is eliminated while in this state, the potato passing rules begin again.
In post 1184, MURDERCAT wrote:During the day there is no voting. Instead, if a player holds the potato for more than 12 hours, is holding it when the day ends, or receives it after the predetermined number of passes, they are eliminated.
so the potato passing happens only on parity? It feels confusing
In post 1186, MURDERCAT wrote:I'm ok with a scum winrate of like 60%, you think it's in that ballpark or much worse?
The issue is that based on the impact of scum choosing # of passes we don't really know how the setup will pan out. There's a bit of play in that metric for how much it benefits town or scum and without seeing it be played all I can give you is gut instinct. I'd guess it's somewhere in the ballpark of 60%, but I honestly don't know a setup similar enough to draw a parallel to, so you kind of have to run it to find out.
With that said, experimental blitz games are usually pretty enjoyable, so balance is kind of a secondary concern, and I think the answer to "Is it likely to be fun" is yes.
In post 1191, Sirius9121 wrote:this is very unfair in terms of timezones tho
imagine recieving the pootato at 9:30pm and waking up 9:31 am
The blitz timing would be made clear in sign ups so people know they need to check in every 12 hours.
During the day there is no voting. Instead, if a player holds the potato for more than 12 hours, is holding it when the day ends, or receives it after the predetermined number of passes, they are eliminated.
Passing the potato with less than 12 hours left in the deadline adds 3 hours to the deadline.
lets assume the timer is 12:01
player passes potato
then after 11:59 the player passes it again
that makes the 'i need to check in' timer 3 hours and 2 minutes.