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Roles
* 2 Town Masons (Single factional recruit per night)
* 2 Cultists (Single factional recruit per night)
* 5-7 Vanilla Townspeople
Rules
* No factional night kills
* If masons try to recruit cultists or vice versa, recruit fails
* If masons and cultists try to recruit the same VT, the VT is night killed
* When only 1 or 2 townies remain at day start, they become unrecruitable
* Cultists and masons only have night-talk
Wincons
* Faction wins if they control 50% of town or other faction is eliminated (VTs do not count toward this total)
* Town wins with masons
I -think- this is the right place to ask this. Someone yell at me and correct me if I'm wrong. I've done some wiki research, but I wasn't able to find anything there. Has anyone played/modded a game setup similar to this before? Came up with this last night before I went to sleep and I think it'd be pretty fun to play.
^ That's what inspired the idea, I think. I like the idea of giving the town and the scum the ability to build a team over time and to make the lynch the most powerful weapon of both teams. Might be fun to run it at some point.
In post 2659, Sajin wrote:
This setup is 95 percent breakable for town win in an open setup.
Have masons claim day 1.
If Mason pair gets CCed by cult pair, lynch one to determine guilt. If you lynch a cult, you have 2 masons confirmed for 100 percent town win as confirm towns will always outnumber possible scum. If you lynch a mason you still have a decent chance as you now have a confirmed town. Mason recruits are confirmed town and failed mason attempts mean you found a cult recruit.
If Mason pair does not get CCed you auto win in lynch or lose situation and you play follow the masons during the day.
This cult would have a less than 5 percent chance at victory.
Points taken. Avoiding bastard mod setups, I don't think I could fix that. Shame. I like the idea of two mutually opposed recruiting teams.