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This forum is for discussion of individual Open Setups, including theoretical balance.
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pieguyn
pieguyn
Survivor
pieguyn
Survivor
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Posts: 10493
Joined: August 23, 2013
Post
Post #6406 (isolation #0) » Tue Oct 22, 2013 9:17 am
Postby pieguyn »
well it's almost the 3 month mark for me and mith has preemptively told me my offsite experience is "probably fine" so I was trying to think of a setup to host
so I was thinking about Random Cops because I think the whole principle of the role is hilarious..yeah that might make me a bastard mod but I was trying to come up with a viable setup using a Random Cop, and I came up with this.
Don't Follow the Cop
2 - Mafia Goon
1 - Sane Cop
1 - Random Cop
1 - Doctor
4 - Vanilla Townies
where the cops don't know their sanities, and sanity isn't revealed on flip.
I don't think any setup like this using a Random Cop exists, correct me if I'm wrong. at first look it seems balanced enough but I don't want there to be any chance of this being broken <_>
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Post #6408 (isolation #1) » Tue Oct 22, 2013 9:59 am
Postby pieguyn »
then town ends up only having 1 person investigated defeating the whole point of having a cop
or mafia can just NK one of the cops and no one will ever know for sure the other cop is sane ~
I don't think it's possible to completely solve the game like in Dethy based on cop results, since there's a random cop and there's only 2 cops with 9 players.
only problem I can see with that is if a successful protect on a cop occurs, everyone knows it's the random cop. also if the doctor targets a cop and then that cop dies, then the remaining cop is random. half the fun is not knowing which cop is which
Bicephalous Bob wrote:Crazier solution: give all power roles the same cop/doc role PM. Return random results to both the random cop and the doctor. This would make fakeclaiming easier.
only problem I can see with that is if a successful protect on a cop occurs, everyone knows it's the random cop. also if the doctor targets a cop and then that cop dies, then the remaining cop is random. half the fun is not knowing which cop is which
How does anyone know it was a successful cop protect?
Yes Doctor can confirm the cops, on the off chance, but you risk that happening anyway, this just nullifys a follow the cop situation arising, it also makes it less likely for a massclaim of any kind to happen early on.
good point
still not sure if it's too many PRs to have 3 claimable PRs in a 9 man game. I could just remove the doctor, but then I can't call it "Don't Follow the Cop"
what if I put a bodyguard instead of a doctor? it seems like it might be an OK compromise, cause it'll make it harder for town to keep all the confirmeds alive
the rolecop can also help find out power roles. if I put a rolecop, making th esane cop macho could be a better possibility
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Post #6576 (isolation #9) » Thu Dec 12, 2013 8:10 pm
Postby pieguyn »
I had an idea that was similar to that
3 mafia doctors
7 town doctors
3 vanilla townies
-if a circular protection occurs, all protections in said circle will fail
seems unbalanced as shit but screw it
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Post #6578 (isolation #10) » Thu Dec 12, 2013 8:35 pm
Postby pieguyn »
actually, here's a serious idea
Half-Nightless
-3 mafia goons
-10 vanilla townies
-the game is nightless for the most part... however, whenever a mafia gets lynched, the remaining mafia get a small night round where they get a return kill on a town player
I was wondering about mountainous games and this stops the mafia from just killing off all the strong, organizing players, while still giving them some sort of control over the situation. it seems like it might be an ok balance. thoughts?
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Post #6580 (isolation #11) » Thu Dec 12, 2013 8:48 pm
Postby pieguyn »
are you stalking me or what
that's the second time I've posted in here where you responded pretty much immediately 0.0//
anyway, the difference there is mafia have more control over the kill that way. when the first mafia is lynched the remaining 2 mafia have a bit of extra time to plan stuff out and make a kill that's possibly better for them, as opposed to it being decided solely by the mafia who got lynched. unless the mafia who gets lynched can still talk in the mafia QT after he gets lynched but before he makes his shot, but that seems weird o.o
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Post #6738 (isolation #14) » Fri Feb 07, 2014 10:56 pm
Postby pieguyn »
In post 6732, GuyInFreezer wrote:There's a similar setup in EpicMafia.
1 goon, 4 1SBP, 1 SK, 1 doc, night start. Has 50% Town win, 25% Mafia win, and 25% SK win if you want stats.
WTF
that's the exact same setup as the one I stole the idea from. i guess that's where the guy i stole it from got it > <
not notifying BPs when hit would greatly reduce claimability. sure it's swingy as fuck but that's true about any multiball setup (and in this case a 9p setup with an SK will probably run into similar problems no matter what)
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Post #6740 (isolation #15) » Sat Feb 08, 2014 12:18 am
Postby pieguyn »
yeah sry for confusion, I think not notifying when hit is a good idea. it prevents any way of clearing people via being hit. although mafia could also do a no kill gambit and claim they got hit
yeah I got really bored so I wrote a simulator for the setup but I don't trust I did it right 0.0 I'd rather do an actual EV calculation before putting nay results up
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Post #6992 (isolation #17) » Fri Jun 06, 2014 8:40 pm
Postby pieguyn »
In post 6991, JasonWazza wrote:Does the scum still have a kill that they can use on VT's if they don't die?
Either way it's townsided, 3P LYLO can only ever be a Goon, IC and a VT, it's just a matter of how many lynches the scum have to dodge in such a conf town heavy environment.
yep
it does seem kind of town sided but ultimately it's up to scum who the person who has the deciding vote in LYLO is. but I'm not sure how to go about fixing it x_x