[SETUP] Round and Round
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[SETUP] Round and Round
Okay so I had this idea for a setup. I have little interest in modding ever but I still like to think about setups.
I like a lot of the ideas I put into this, but am clueless about EV calculation. I’d love if anyone shared those or if any experts shared instinctual balance thoughts.- Irrelephant11
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I mean, tracker won't be outing D2, as they'd die as doctor, the vanilla cop can only verify one person's Pr/not PR claim (not necessarily their alignment), and if the slotcop gets a "guilty" (#1-4), that player can easily say "Oh, well I got vanilla townie twice in a row, so that makes sense". Also, if everyone claims D2 what they were the previous day, scum can reasonably shoot for a PR with a fair chance of success (with both NK and roleblocker).
What if slots 8 and 9 swap?
1 Vanilla townie
2 Vanilla townie
3 Vanilla townie
4 Tracker
5 Doctor
6 Vanilla townie
7 Town slotcop
8 Vanilla Cop
9 Vanilla townie
10 Vanilla townie
11 1-shot bulletproof
This makes claiming even less beneficial, as scum know another PR location for sure.
Also, I had originally set this up where scum has a slotcop instead of a rolecop. Sounds like that would help with balance, yes?- Irrelephant11
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I don't think there's that much information to be gained, on average, by asking the three investigatives for their results, and both scum AND doctor have incentive to lie about being a vt the night before, making it hard to discern who's lying and why.
Another thought that might balance things - after D1, only scum knows which slots are dying, while town only receives the role/alignment?- Irrelephant11
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What about something like...
1 Vanilla townie
2 Vanilla townie
3 Vanilla townie
4 Tracker
5 Doctor
6 Vanilla townie
7 Vanilla townie
8 Vanilla townie
9 Vanilla townie
10 Town slotcop
11 Vanilla Cop
This would leave five townies unsure of their slot by D2, and two town PRs somewhat incentivized to hide their slot D2. Not to mention, if mafia can figure out the empty town slot, they can safely claim it. Actually, is that what would be more helpful? A couple more empty slots on the town wheel?
Or perhaps even mafia being told at gamestart which slot is empty? Though, that might be overcompensating...- Irrelephant11
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Another wheel, with more room for mafia fakeclaims:
1 Vanilla townie
2 Vanilla townie
3 Vanilla townie
4 Tracker
5 Doctor
6 Vanilla townie
7 Vanilla townie
8 Vanilla townie
9 1-shot Bulletproof
10 Vanilla townie
11 Vanilla townie
12 Town Slotcop
13 Vanilla Cop
Three slots are empty. If scum can manage to get town to claim first, they can claim the three empty slots and know where the PRs are. If they're forced to claim first, this wouldn't work, but in that case "mafia git gud".
Then some possible rule changes:
Slots are only revealed to mafia on death, while everyone learns role/alignment. This gives mafia more cover to claim "townie twice" and keep that claim consistent all game.
and/or
Mafia rolecop becomes mafia day slotcop.
Obviously part of my goal here is to share power - any town who lasts four days gets to play a PR, assuming reasonably good town play (not letting all the PRs die early).- Irrelephant11
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I guess all I'm saying is that when a vanilla townie moves into the bulletproof slot, they know if the slot still has a bulletproof shot or not. Regardless, the slot never becomes vanilla. However mod wants to make that clear is fine.
I think we're saying the same thing, actually. the shot is expended, and anyone who becomes that role knows it.- Irrelephant11
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