[SETUP] Orbital Dynamics
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[SETUP] Orbital Dynamics
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!- Isis
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pre-in"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?"- Isis
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It seems extremely bad not to leash this mechanic
Like if you are not collectively pseudovoting pairs and demanding someone in the pair shoot the other, then blowing up the lab if they hard refuse to, it is very throw. Serendipitous shootings will give so much less information about the setup."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?"- Isis
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Which is kind of :/
The herobullets can be un-leashed without significant loss of EV and that is kewl but similar to the last variant of Triad Conspiracy I played it is very important to leash the setup (I won as town when I participated in leashing the setup harshly against my own reads, lol)
I kind of think it is preferable setup design to pre-design leashing in in cases where leashing is dominant. I mean there are setups where the leashing isn'tthatdominant and you can expect towns to play sloppier than they could and to have more fun in the process the way Why Gun? went but I'm not sure this is a setup that would play out that way."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?"- Isis
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With the leashing automatically incorporated the town would vote on pairs, and when a pair is hammered if it was a scum pair they would vote to blow up the lab and the pair they hammered would naturally always be the one to escape you wouldn't really have to ask.
If the pair was T-S you automatically flip the scum in the pairing.
If the pair was T-T you gotta decide which player dies somehow, flip a coin, have each player keep on record that they're cool with dying or not if they're pair is T-T as a mutual thing, rock paper scissors, whatever. It might be desirable to have some method that functions even while one or both players is V/LA for game tempo.
I guess I have to rescind my pre-in, I think I'd be frustrated, I expect an average of one couple per game to ignore the leashing strategy and everyone else to participate, and I'd be too frustrated about the lost couple."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?"- Kanna
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that's hard to achieve, i am pretty sure that in 2x2v2x2 townies will enforce a draw by refusing to shootIn post 0, Something_Smart wrote:The Mafia are paired with each other, and there is only one Town-Town pair remaining.giv me pagetop :(- Isis
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I think just in general when towns refuse to bring the game to a conclusion it should be declare a mafia win"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?"- Something_Smart
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Yes, this is true. Actually on thinking about it if the scum reduce the town to two intact T/T pairs before town can blow up the lab they win automatically as they can just kill all the disgraced people and reach 50%.
Re: leashing the mechanic, that seems like probably a decent idea, given that if people don't want to leash they don't have to. However, the way you proposed doesn't work because town has to leash a specific player to kill their partner; the results are not the same if either member of a partner kills the other.
Here's a version with leashing, if people want to see if this feels better:
And yes, instituting a decision deadline is probably a good idea; just like if nobody dies in 5 days or something (7 for the first action), the scum automatically win.
This version is definitely more townsided. I'm not really sure what the balance looks like, so I'm not sure if that's warranted? A middle ground would be to have the mod track votes and indicate when a player has been hammered, but still require their partner to shoot them as well; this re-introduces the possibility that the partner is stubborn, though now that I think about it if someone is stubborn that's just gonna lead to the lab being blown up and them almost always losing if they are town, so we should probably just eliminate that possibility entirely.
Also, I came up with this setup at like 2am last night and I thought the name was a clever pun but it really just sucks. Any ideas for alternate names are appreciated.It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!- Isis
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I probably wouldn't play because I would get made at people not repeatedly using the Execute option because it just seems the besterest. But I think it's an objectively good setup.
After playing too much Hearthstone I want it to be called "Lab Partners".
Spoiler:
You are a hero if you kick this guy out of your chemistry group"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?"- Something_Smart
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I like Lab Partners as a name.
I feel like the version where scum are unpaired is more townsided than the version where scum are paired.
There might not be much of an incentive to ever keep disgraced players alive, now that I'm thinking about it... if scum are paired, then disgraced players are just going to die anyway when the lab is blown up, and if scum are unpaired, then all that matters is that town doesn't lose its town-town pairs. So this might just be a dance game with extra steps...It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!- the worst
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Maybe you should make a version of this that is more agnostic to how many T-M vs. M-M pairs there are. Like, you shot eachother until you've eliminated however many T-M pairs there are, and town has to guess when they're finished dealing with all the T-M pairs and switch to blowing up the lab. MM MM or TM TM TM TM or MM TM TM.
.. does that affect the value of disgraced players? I'm not sure."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?"- Something_Smart
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Another idea I had for making disgraced players more important is allowing two of them to pair up to form a new pair. This has the neat effect of boosting town equity when scum are paired (because if the lab is blown up, reformed pairs are conftown) while not affecting it too much if they aren't.
Generalizing the alignment distribution is interesting but it seems like it would make knowing when to blow up the lab extremely hard. We'd have to change the penalty to something less severe than autoloss in that case.It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!- Isis
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Right, yeah, it'd be some kind of different setup, not instaloss"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?"- Kerset
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aren't disgraced ppl conftown in the m-m variant tho?- Something_Smart
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It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!- the worst
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I never took a moment to acknowledge that this made me smile - I just smiled at it again.
I think that variation is good. The pairing mechanic is a lot more spicy.- Isis
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This seems very good for not-me people to play"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?"- Jake The Wolfie
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How would this mechanic not guarantee a town win, assuming Mafia are paired together? As in, wouldn't all players be forced to claim their pairing, and any disagreement gets killed?In post 0, Something_Smart wrote:If a majority of living players vote to Blow Up the Lab, and the Mafia players are not paired with each other, the Mafia win immediately. If the Mafia members are paired with each other, then all Disgraced players immediately die, the Mafia must choose one of their pairs to escape and flip, all remaining pairs become lovers, and players vote to eliminate pairs normally.Show"I'm sorry that you put asbestos in your coffee."
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