13p pre-design courtesy of Bin-Lop A K A BulletNLynchProof


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Post Post #1 (isolation #0) » Tue Jan 08, 2019 8:54 pm

Post by BNL »

3 Mafia Goon
1 Town Miller 1-shot Loyal Neighbouriser
1 Town Gunsmith
1 Town Loyal Jailkeeper
1 Town 1-shot Bulletproof
6 Vanilla Townies
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Post Post #2 (isolation #1) » Tue Jan 08, 2019 11:18 pm

Post by BNL »

I'll just let you know how I created this setup:
I like the idea of using a Loyal Neighbouriser as something like a Masoniser, it's even better than the old Weak Neighbouriser
I like the idea of attaching Miller to a town PR
I like the idea of using Loyal Jailkeeper that can protect town only but shouldn't block the town PRs.

Then I realised all these ideas worked well together, so I put them together.
And I thought if this was balanced, and decided that putting the 1-shot BP would make it more balanced.
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Post Post #3 (isolation #2) » Wed Jan 09, 2019 1:42 am

Post by BNL »

Eh it's a bit scumsided I think
How about

3 Mafia Goon
1 Town Miller Loyal Neighbouriser
1 Town Odd Night Gunsmith
1 Town Loyal Jailkeeper
1 Town 1-shot Bulletproof
6 Vanilla Townies
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Post Post #5 (isolation #3) » Wed Jan 09, 2019 3:31 pm

Post by BNL »

Yeah I’m intersted in why this is balanced
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Post Post #7 (isolation #4) » Wed Jan 09, 2019 7:41 pm

Post by BNL »

Btw this is something that I found that's similar?

viewtopic.php?f=123&t=76330
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Post Post #8 (isolation #5) » Wed Jan 09, 2019 10:50 pm

Post by BNL »

On second thoughts I am afraid this is may be too townsided, because I feel the loyal neighbouriser recruiting any town PR, even the BP, will create too much synergy
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Post Post #10 (isolation #6) » Thu Jan 10, 2019 2:46 am

Post by BNL »

In post 9, mastina wrote:You can probably safely drop the BP (I almost recommended it initially before changing my mind)
What was your reasoning for dropping the BP, and what made you change your mind?

Although, this would be one of the possible things to drop if I want to balance the setup. The town can, at best, get 3 clears by D3; 5 if both claims are trusted, which quite toes the line. Additionally, if town get lucky they can recruit a BP which stops a kill, and maybe the JK gets to stop a kill as well.

But all these are really only analyzing the best cases, and it probably doesn't play out in practice. But removing the BP does push this in the right direction.

Eh maybe it's slightly townsided but a townsided setup isn't that bad once in a while.
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Post Post #11 (isolation #7) » Thu Jan 10, 2019 2:49 am

Post by BNL »

Actually the problem is that the loyal neighbouriser is better than Cop, because the innos can out themselves even if the neighbourisers die without claiming.

How about moving the odd Night from the Gunsmith to the Neighbouriser, so that it becomes:

3 Mafia Goon
1 Town Miller Odd Night Loyal Neighbouriser
1 Town Gunsmith
1 Town Loyal Jailkeeper
1 Town 1-shot Bulletproof
6 Vanilla Townies

I have not mentioned this, but Mafia will be having daytalk because of potential townsideness of the setup, and the Neighbourhood will have daytalk too.
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Post Post #13 (isolation #8) » Thu Jan 10, 2019 8:02 pm

Post by BNL »

I think I’m still a bit unconvinced on the balance and I want to call in another reviewer
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Post Post #14 (isolation #9) » Thu Jan 10, 2019 8:03 pm

Post by BNL »

Actually
In post 1, BNL wrote:3 Mafia Goon
1 Town Miller 1-shot Loyal Neighbouriser
1 Town Gunsmith
1 Town Loyal Jailkeeper
1 Town 1-shot Bulletproof
6 Vanilla Townies
Is this setup balanced?
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Post Post #15 (isolation #10) » Thu Jan 10, 2019 8:08 pm

Post by BNL »

Idk

I think I’m running the risk of too many innos here
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Post Post #16 (isolation #11) » Thu Jan 10, 2019 8:13 pm

Post by BNL »

I think I want your opinions on the setup in but otherwise I’m thinking about this:

3 Mafia Goon
1 Town Miller Odd Night Loyal Neighbouriser
1 Town Gunsmith
1 Town Loyal Jailkeeper
7 Vanilla Townies
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Post Post #17 (isolation #12) » Thu Jan 10, 2019 8:21 pm

Post by BNL »

The issue I have with the first setup is that there’s a lot of random swing that can lose the game for town: the gunsmith dying early or the JK blocking the loyal neighbouriser are really bad for the town. On the other hand, I feel like promoting the 1-shot to odd-night is too much a boost to the town.
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Post Post #18 (isolation #13) » Thu Jan 10, 2019 9:16 pm

Post by BNL »

What do you think about giving scum a Rolecop?
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Post Post #19 (isolation #14) » Thu Jan 10, 2019 10:07 pm

Post by BNL »

I’ll just say this: I’ve never seen 1.5 cops in an all goon setup.

Rolecop isn’t as powerful as it seems because of tempo loss.
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Post Post #21 (isolation #15) » Fri Jan 11, 2019 3:49 pm

Post by BNL »

How about a Watcher?
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Post Post #23 (isolation #16) » Mon Jan 21, 2019 7:50 pm

Post by BNL »

Hi I forgot about this

2 Mafia Goon
1 Mafia Watcher
1 Town Miller Odd Night Loyal Neighbouriser
1 Town Gunsmith
1 Town Loyal Jailkeeper
1 Town 1-shot Bulletproof
6 Vanilla Townies

How does this look?
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Post Post #25 (isolation #17) » Sun Jan 27, 2019 7:52 pm

Post by BNL »

With the recent spate of townsided setups I'm getting worried about this setup that it may be on the townsided side
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Post Post #27 (isolation #18) » Tue Jan 29, 2019 2:11 am

Post by BNL »

I've mulled it and I've realized what I didn't like most about the setup was the potential for the bulletproof to get inno'd. As such, I would like to make the BP ascetic to make that impossible. I also feel like it'll add negative utility to town in a way that will balance the setup out.

New setup:

2 Mafia Goon
1 Mafia Watcher
1 Town Miller Odd Night Loyal Neighbouriser
1 Town Gunsmith
1 Town Loyal Jailkeeper
1 Town Ascetic 1-shot Bulletproof
6 Vanilla Townies

Is this acceptable?
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Post Post #29 (isolation #19) » Tue Jan 29, 2019 4:30 pm

Post by BNL »

Cool, I guess it's settled then
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Post Post #31 (isolation #20) » Wed Feb 06, 2019 8:47 pm

Post by BNL »

Somehow I was thinking that Millers investigated guilty to gunsmiths, which I revolved the setup around.

I just checked the wiki and realised this wasn't the case.

Uh...
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Post Post #33 (isolation #21) » Fri Feb 08, 2019 3:45 pm

Post by BNL »

It makes arguing out of the guilty much harder though

Can we upgrade the Watcher to a Rolecop in that case
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Post Post #34 (isolation #22) » Sat Feb 09, 2019 4:01 am

Post by BNL »

2 Mafia Goon
1 Mafia Rolecop
1 Town Miller Odd Night Loyal Neighbouriser
1 Town Cop
1 Town Loyal Jailkeeper
1 Town Ascetic 1-shot Bulletproof
6 Vanilla Townies

Unrelated: I just realised that Jailkeepers do not have a gun
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Post Post #36 (isolation #23) » Thu Feb 14, 2019 6:05 pm

Post by BNL »

I don't want Neapolitan, it defeats the point of the setup
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Post Post #37 (isolation #24) » Thu Feb 14, 2019 7:01 pm

Post by BNL »

Alternatively I can buff both sides and run

2 Mafia Goon
1 Mafia Roleblocker
1 Town Miller Loyal Neighbouriser
1 Town Cop
1 Town Loyal Jailkeeper
1 Town 1-shot Bulletproof
6 Vanilla Townies
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Post Post #39 (isolation #25) » Thu Feb 14, 2019 10:35 pm

Post by BNL »

I removed odd Night
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Post Post #40 (isolation #26) » Fri Feb 15, 2019 3:45 am

Post by BNL »

In post 34, BNL wrote:2 Mafia Goon
1 Mafia Rolecop
1 Town Miller Odd Night Loyal Neighbouriser
1 Town Cop
1 Town Loyal Jailkeeper
1 Town Ascetic 1-shot Bulletproof
6 Vanilla Townies
How about this? You suggested an alternative but never actually assessed this.
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Post Post #42 (isolation #27) » Sat Feb 16, 2019 4:37 am

Post by BNL »

I was fine with the Jailkeeper being an inno. I just wanted a Miller PR + Cop combination.

Mafia GoonWelcome to Mini XXXX, Player, you are a
Mafia Goon

Your teammates are Player (
Mafia Goon
) and Player (
Mafia Rolecop
)

Abilities:
Every Day, you may vote for someone to get them lynched
You may talk to your partners in the Mafia PT at any time
During the Night, as a factional action, you or a partner may carry out the factional nightkill

Win condition:
You win when all town players are dead or nothing can prevent the same.

The game thread is here. Please confirm by replying to your role PM with your full role name.


Mafia RolecopWelcome to Mini XXXX, Player, you are a
Mafia Rolecop

Your teammates are Player (
Mafia Goon
) and Player (
Mafia Goon
)

Abilities:
Every Day, you may vote for someone to get them lynched
You may talk to your partners in the Mafia PT at any time
During the Night, as a factional action, you or a partner may carry out the factional nightkill
During the Night, you may investigate one player. You will be told that player's role
You may perform only one action per Night

Win condition:
You win when all town players are dead or nothing can prevent the same.

The game thread is here. Please confirm by replying to your role PM with your full role name.


Vanilla TownieWelcome to Mini XXXX, Player, you are a
Vanilla Townie


Abilities:
Every Day, you may vote for someone to get them lynched

Win condition:
You win when all threats to the town are dead and there is at least one Town member alive

The game thread is here. Please confirm by replying to your role PM with your full role name.


Town Miller Odd-Night Loyal NeighbourizerWelcome to Mini XXXX, Player, you are a
Town Miller Odd-Night Loyal Neighbourizer


Abilities:
Every Day, you may vote for someone to get them lynched
You will investigate guilty to Cops
You have a neighbourhood, which you may talk in at any time. Every odd Night (1,3,5,...), you may target someone to invite them to that neighbourhood. This action will fail if you target someone of a different alignment

Win condition:
You win when all threats to the town are dead and there is at least one Town member alive

The game thread is here. Please confirm by replying to your role PM with your full role name.


Town CopWelcome to Mini XXXX, Player, you are a
Town Cop


Abilities:
Every Day, you may vote for someone to get them lynched
Every Night, you may investigate someone to find out their alignment

Win condition:
You win when all threats to the town are dead and there is at least one Town member alive

The game thread is here. Please confirm by replying to your role PM with your full role name.


Town Loyal JailkeeperWelcome to Mini XXXX, Player, you are a
Town Loyal Jailkeeper


Abilities:
Every Day, you may vote for someone to get them lynched
Every Night, you may choose to jail a player. That player will be protected from all kills that Night, but all actions they perform that Night will fail. This action will fail if you target someone of a different alignment

Win condition:
You win when all threats to the town are dead and there is at least one Town member alive

The game thread is here. Please confirm by replying to your role PM with your full role name.


Town Ascetic 1-shot BulletproofWelcome to Mini XXXX, Player, you are a
Town Ascetic 1-shot Bulletproof


Abilities:
Every Day, you may vote for someone to get them lynched
All non-killing actions taken against you will fail
You will survive the first kill against you

Win condition:
You win when all threats to the town are dead and there is at least one Town member alive

The game thread is here. Please confirm by replying to your role PM with your full role name.
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Post Post #44 (isolation #28) » Tue Feb 19, 2019 2:15 am

Post by BNL »

I forgot something:

Result PMs:
Spoiler: Mafia Rolecop
ResultPlayer is
Vanilla
(On Mafia Goon and Vanilla Townie)
ResultPlayer is a
Miller Odd-Night Neighbourizer
(On Town Miller Odd-Night Neighbourizer)
ResultPlayer is a
Cop
(On Town Cop)
ResultPlayer is a
Loyal Jailkeeper
(On Town Loyal Jailkeeper)
No ResultNo Result
(On Ascetic Townie)

Spoiler: Town Cop
ResultPlayer is
innocent
(On all townies other than the Miller and the Ascetic)
ResultPlayer is
guilty
(On any Mafia member or the town Miller)
No ResultNo Result
(On the Ascetic, or if blocked by Loyal Jailkeeper)

Spoiler: Town Miller Odd-Night Neighbourizer
SuccessPlayer has been successfully added to the neighbourhood

FailurePlayer has failed to be added to the neighbourhood
(When targetting a Mafia memeber, the Ascetic, or blocked by the Jailkeeper)
InvitationYou have been invited into a neighbourhood!
(Sent to the recipient of a successful invite)
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Post Post #48 (isolation #29) » Fri Mar 29, 2019 1:15 am

Post by BNL »

In post 47, StefanB wrote:Just looking trough, shouldn't the rolecop get Player is a Miller Odd-Night
Loyal
Neighbourizer instead of Player is a Miller Odd-Night Neighbourizer?
Oh, you're right
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Post Post #49 (isolation #30) » Fri Mar 29, 2019 1:16 am

Post by BNL »

In post 45, StefanB wrote:Hello, I was assigned this setup by Implosion. I understand the roles and the interaction.
I like that every cop has a miller, the cop the miller, and the neighborizer the 1-shot BP.
What were you trying to say with this?
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Post Post #50 (isolation #31) » Fri Mar 29, 2019 1:19 am

Post by BNL »

In post 46, StefanB wrote:To question: BP normally told if they loose their BP or not? I think not but I have seen both versions.
They are not informed, this is the standard.
Second when do I reveal who design the setup pre or post-game?
It's already written here that I created the setup. As for whether you want to reveal the reviewer, it's up to you. Some mods do, some don't.
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