[SETUP] Quack Doctors

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #25 (ISO) » Wed Jan 15, 2020 6:09 pm

Post by RadiantCowbells »

I still feel like that doesn't really end up in CC battles and it ends with a lot of "well ok its optimal to just lynch anyone who is confirmed quack doctor"
2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.
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Post Post #26 (ISO) » Wed Jan 15, 2020 6:11 pm

Post by FakeGod »

Do you mean cc battles like in dethy setups?
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Post Post #27 (ISO) » Wed Jan 15, 2020 6:12 pm

Post by RadiantCowbells »

i just want a situation where there's a confirmed quack doctor between a pair of people and one of them is yelling no YOU are the quack doctor. it is my goal for this setup
2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.
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Post Post #28 (ISO) » Wed Jan 15, 2020 6:14 pm

Post by FakeGod »

That could happen if 2 people were assigned to protect some guy and then he died anyway

They would both be claiming Quack Doctor
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Post Post #29 (ISO) » Wed Jan 15, 2020 6:18 pm

Post by FakeGod »

Oh, I see what you mean.

In order for that to happen, I'd change the setup so that 1 protect negates 1 kill, and publicize number of kills?

3 guys assigned to protect 1 person, but he died. They'd be trying to figure out who the Quack doctor amongst them is.
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Post Post #30 (ISO) » Wed Jan 15, 2020 6:23 pm

Post by RadiantCowbells »

Yeah, something like that.
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Post Post #31 (ISO) » Thu Jan 16, 2020 5:58 am

Post by FakeGod »

You need two doctors healing the same target to save the patient. If one or both of them is a quack, then the heal fails.

I'll make the Nurse immune to kills to compensate.

Assuming perfect splits, we have 2 2 2, 2 - -, then 2 2 - , 2 - -, then 2 1 -, which is about 7 deaths? Which means town need to lynch maybe 3 mafia to secure their victory.
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Post Post #32 (ISO) » Thu Jan 16, 2020 12:39 pm

Post by chennisden »

No the nurse absolutely should be killable.
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Post Post #33 (ISO) » Thu Jan 16, 2020 12:40 pm

Post by chennisden »

There needs to be a means to remove the concentration of power if scum plays right.
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Post Post #34 (ISO) » Thu Jan 16, 2020 1:05 pm

Post by FakeGod »

Then how about I make the town quack doctor unkillable
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Post Post #35 (ISO) » Thu Jan 16, 2020 1:33 pm

Post by chennisden »

Yes, that would be kind of entertaining

I think 1 shot BP works better though
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Post Post #36 (ISO) » Thu Jan 16, 2020 1:34 pm

Post by chennisden »

Also keep in mind for balance:

In all practical cases there is no way town will ever agree to a plan and have everyone follow it.
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Post Post #37 (ISO) » Thu Jan 16, 2020 1:54 pm

Post by FakeGod »

One shot BP quack doctor sounds good
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Post Post #38 (ISO) » Thu Jan 16, 2020 7:14 pm

Post by chennisden »

I think the setup as written is very interesting and much more fair for scum than before
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Post Post #39 (ISO) » Thu Jan 16, 2020 8:04 pm

Post by Alisae »

i think it would be cool if the nurse had a random n0 inno
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Post Post #40 (ISO) » Fri Jan 17, 2020 2:30 am

Post by FakeGod »

In post 39, Alisae wrote:i think it would be cool if the nurse had a random n0 inno
Nah, I want the D1 lynch to go without Nurse having extra info.
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Post Post #41 (ISO) » Fri Jan 17, 2020 2:36 am

Post by Alisae »

actually now that I think about it, hypoclaiming would make this setup harder for scum maybe?
/shrug
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Post Post #42 (ISO) » Fri Jan 17, 2020 2:39 am

Post by FakeGod »

because you have so many doctors, nurse can claim without fear of immediate death
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Post Post #43 (ISO) » Fri Jan 17, 2020 7:44 am

Post by FakeGod »

Hmm I think the last cycle should be single kill that is unknown

Otherwise the endgame looks silly

Thoughts?

Or maybe 1 unknowns and 2 known shots
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Post Post #44 (ISO) » Fri Jan 17, 2020 1:34 pm

Post by chennisden »

The problem is there is no real metric for what kills scum make.

Like in a normal game they will ostensibly shoot their threats

But here??
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Post Post #45 (ISO) » Fri Jan 17, 2020 1:43 pm

Post by FakeGod »

it's ok, the game is less about kill selection and more about the town trying to block the kills

kills can be generated via random for all I care
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Post Post #46 (ISO) » Wed Jan 22, 2020 9:31 am

Post by FakeGod »

I cleaned up the rules, and made few small changes.

12 kills total, 8 saves possible maximum, and got rid of bulletproof quack doctor
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