[SETUP] Capture the Flag

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BulletNLynchproof
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Post Post #0  (ISO)  » Fri Sep 21, 2018 8:43 pm

1 Mafia Day 2 Flag Carrier
1 Mafia Day 3 Flag Carrier
1 Mafia Day 4 Flag Carrier
10 Vanilla Townies

If a Day X Flag Carrier is lynched on Day X, town wins immediately. Other rules are as in standard Mafia.

So I have tried to think of variations of this setup for a while, and after seeing implosion’s setup I found a nice way to present this.

Not sure how much the numbers need tweaking. But thoughts?
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Invisibility
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Post Post #1  (ISO)  » Fri Sep 21, 2018 8:47 pm

i really like the idea of calling insta-loss or negative utility on death roles flag carriers
otherwise i think its a pretty cool idea to have a godfather that switches around
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implosion
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Post Post #2  (ISO)  » Sat Sep 22, 2018 12:14 am

This is neat. I might try to figure out the EV at some point.

RadiantCowbells
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Post Post #3  (ISO)  » Sat Sep 22, 2018 12:16 am

I think these setups that focus around town getting the lynch correctly on one specific day are way harder for town than ev would dictate
Ask yourself, what would Keyser Soze do?

BulletNLynchproof
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Post Post #4  (ISO)  » Sat Sep 22, 2018 2:50 am

Hmm, would D1/4+D2/5+D3/6 Flagbearers be better?
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Next V/LA: 3-15 December

BulletNLynchproof
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Post Post #5  (ISO)  » Sun Sep 23, 2018 6:12 pm

So I did a computer simulation

My original version has an EV of about 38%, and the above version has an EV of about 45%

Hmmm
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Next V/LA: 3-15 December

Invisibility
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Post Post #6  (ISO)  » Sun Sep 23, 2018 7:08 pm

12 player?!?!?!??!
"invisibility is actually braindead" -- RadiantCowbells

BulletNLynchproof
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Post Post #7  (ISO)  » Sun Sep 23, 2018 7:44 pm

Huh? What do you mean 12 player?
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Invisibility
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Post Post #8  (ISO)  » Sun Sep 23, 2018 7:56 pm

1 less townie
i have no idea what that would do to ev
"invisibility is actually braindead" -- RadiantCowbells

BulletNLynchproof
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Post Post #9  (ISO)  » Sun Sep 23, 2018 7:57 pm

That sounds very weird
I feel like it would distrupt parity and I think ev will drop a lot overall
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Next V/LA: 3-15 December

Invisibility
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Post Post #10  (ISO)  » Sun Sep 23, 2018 8:00 pm

what about two mafia being flagbearers on a certain day?
"invisibility is actually braindead" -- RadiantCowbells

Invisibility
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Post Post #11  (ISO)  » Sun Sep 23, 2018 8:00 pm

idk
"invisibility is actually braindead" -- RadiantCowbells

BulletNLynchproof
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Post Post #12  (ISO)  » Sun Sep 23, 2018 8:01 pm

In post 8, Invisibility wrote:1 less townie
i have no idea what that would do to ev

EV drops to 33.8%
GTKAS - BNL (Updated, check it out!)

Next V/LA: 3-15 December

Invisibility
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Post Post #13  (ISO)  » Sun Sep 23, 2018 8:08 pm

oh ok
"invisibility is actually braindead" -- RadiantCowbells

Irrelephant11
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Post Post #14  (ISO)  » Tue Sep 25, 2018 10:47 am

What if mafia has to decide each night who the flagbearer is, like they get to pass it around
They can't change it during the day
It's basically mountainous, because the deepest wolf will always hold the flag, but it gives town an interesting incentive to adjust their reads slightly so scum will misunderstand town's scumreads and pass it to the wrong player. Adds an interesting layer that I think overall would bump it a tiny bit in town's direction
If you want to make it more townsided you could also add a tpr who has a single "flag-freeze" shot, so mafia can't pass the flag that night


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