[EV] Blood Bank Multiball

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[EV] Blood Bank Multiball

Post Post #0 (isolation #0) » Sun Mar 17, 2019 7:19 am

Post by Kaiveran »

BLOOD BANK
m
Mafia A

m
Mafia B

n
Townies

(where
m
is at least 2)
  • The game starts with
    m
    -1 "kill credits" in the bank. 1 credit is automatically deducted each Night, and 1 credit is added upon each Mafia death.
  • The following mechanics apply to nightkills:
    • If there are credits in the bank and both scumteams have equal numbers, both teams can kill.
    • If there are credits in the bank and the scumteams have
      unequal
      numbers,
      only the smaller team
      can kill.
    • If there are credits in the bank and one team has been eliminated, the other team can kill until credits run out.
    • If there are
      NO
      credits in the bank (regardless of numbers),
      no
      team can kill.


So a little bit Alternating Multiball, a little bit Vengescum, a little bit of an inverted Semi-Nightless, with proportions depending on how things go. It could be considered a "Vanilla Variant" specifically for multiball.

The problem is, how to actually balance it? I'm totally new to EV calculations and am not confident in my ability to accurately do a normal singleball game. So if somebody else could at least give me a guide, that'd be fantastic!
Last edited by Kaiveran on Tue Apr 02, 2019 7:40 pm, edited 1 time in total.
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Post Post #2 (isolation #1) » Thu Mar 21, 2019 4:44 pm

Post by Kaiveran »

In post 1, Awoo wrote:>attempting to balance multiball with multiple nightkills
Not exactly.
I would say read the game, but I fully acknowledge that I suck at explaining things, so I'll attempt to outline the concept of this credit system more clearly:

There's only multiple nightkills to
start
with. If one scumteam ends up behind (they get lynched/killed and the other one doesn't), they
deny the other team a kill
the upcoming night. Plus, if the game goes a couple of phases and only townies have been killed (including in the case where only one scumteam remains), the game will effectively become Nightless from the scum running out of credits, allowing the town a chance to make a comeback.

Since the credit system gives an advantage to whichever faction got pwned in the phases immediately previous, it's an
anti-swing
mechanic, which is very significant, as swinginess is a major complaint against multiball.
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Post Post #5 (isolation #2) » Fri Mar 22, 2019 2:24 pm

Post by Kaiveran »

Thank you for your contributions, peeps.
In post 3, Jingle wrote:Nah, Awoo is right. Balance should in fact be similar to multiball, calculations wise. If anything, it's going to be more complicated, given that you're adding cases that need to be considered (a teams kill is stopped). Actually writing a formula to calculate EV on this is going to be a nightmare and a half.

More to the point, what kind of game are you looking for here? Mini or Large? I'd say Micro is an option, but it's probably really not. If m >= 2 (which it should be or the game is intrinsically altered from your intended purpose), then a micro would mean at most 5 town players.

Considering that case 5v2v2 it's just too likely to have town completely out of the running by N1 for my tastes.

If you're going for a mini, I'd strongly recommend 11p with m=2, because I think your setup is distinctly more townsided than the accepted 13p multiball setups given that no scum deaths brings the setup to Nightless.
If you're going for a large, my guess for m=3 would be 17p and m=4 would be 25. I wouldn't try for a setup larger than that, as even at 25p you're courting a particularly long stretch of nightless in a scum win endgame.
Lol at Micro starting in PLM1.

Yeah, definitely gonna try this out on a Mini first, and it feels like the natural size for this, although I may try a Large later just for funsies :P. The numbers you're giving make sense, as they're in between the most even Standard and Nightless games according to mith's analyisis. I feel like they'd be a tad bit more biased toward Standard though.

------

I've been hammering out a Mini game tree in the spare moments where I'd rather be doing something,
anything
other that what I'm supposed to be doing. As to be expected, it's a pretty substantial PITA, but I will return with results once it's fully baked.

1.
P
otential
L
oss of
M
ajority, my special term for the weird form of LyLo in multiball where town is not
guaranteed
to lose on mislynch, but it'll take a miracle and/or working with scum to come back from the brink.
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Post Post #7 (isolation #3) » Tue Apr 02, 2019 7:32 pm

Post by Kaiveran »

Yikes. Yeah, those endgames are a fucking clown fiesta. I think most of us can agree that none of that is in the province of a "better" multiball, and that two-faction draws are quite enough, never mind a mechanically-forced HAE.

I don't like hacking around things with number of players in the game, but otherwise, that last suggestion is Gucci. I think I've found a way to elegantly incorporate it, and reached a great middle ground WRT "should last team standing get a kill or not", like so:

The game starts with
m
-1 kill credits in the bank.

1 credit is lost each night.
1 credit is gained for each Mafia death.
The following mechanics apply to nightkills:

If there are credits in the bank and both scumteams have equal numbers, both teams can kill.
If there are credits in the bank and the scumteams have
un
equal numbers,
only the smaller team
can kill.
If there are credits in the bank and one team has been eliminated, the other team can kill until credits run out.
If there are
NO
credits in the bank (regardless of numbers),
no
team can kill.


Kill credits are universal now, not per team. It's a lot simpler and a lot less of a headache, and ensures that there won't ever be much more than (total_amount_of_scum)+1 nightkills in the game. I might actually have the will to finish graphing this version out! Thanks a lot!
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