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Post #758 (isolation #2) » Wed May 08, 2019 12:48 pm
Postby TemporalLich »
In post 757, Jingle wrote:If the goal of the setup is to reduce the original Splash damage, I'd suggest reducing it out of multiball (a guess would be that 8v3 is more appropriate with just mafia choose list order). If the goal is to marathon-ize splash damage, it's already a fairly decent marathon setup if you can get the people for it. It's relatively short, there's no huge problem to meme-lynches and it's mechanically simple enough to pull off, assuming you think you can keep track of a 17p votecount in real time.
Ignore the math, I calculated awfully and don't have the time to fix it atm.
I'm gonna have to agree. Splash Damage is actually doable as a marathon, though I'd put this as a Mini version of Splash Damage.
Alternate names include Collateral Damage and Splash Damage Basic
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Post #791 (isolation #4) » Tue Oct 08, 2019 5:24 pm
Postby TemporalLich »
Yeah moonlight dancer is pretty much a named role that can mod-confirm their named role at any time. (unlike what I'd call a "Superstar", a moonlight dancer can repeatedly confirm themselves)
Since it pretty much just leads to a 2:1 "associative group", it mostly is useful for finding the scum dancer, though scum dancer has no incentive to dance early.
I could turn a VT into a third town dancer, but that makes you less likely to find scum in the dancer group than the non-dancer group.
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Post #800 (isolation #7) » Wed Oct 16, 2019 6:40 am
Postby TemporalLich »
as of now here's what I'd do with the Nobility and the Dark Angel setup:
To avoid weird endgames, make the Dark Angel autowin if it gets to a LYLO scenario with them in it.
Disable both kinds of nobility altogether (both elections and votes) if a LYLO scenario ever happens. Basically with this and the above change, LYLOs are played out like normal Mafia.
Make it clearer hidden nobility is for non-Mafia (unless allowing Mafia to hidden noble themselves is more fun).
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Post #803 (isolation #9) » Thu Oct 17, 2019 10:53 am
Postby TemporalLich »
hmm, Angel winrate is pretty low but still in the acceptable range...
how bad would it be if I made Nobility and The Dark Angel a 13p (10:2:1) setup with compulsive lynching and electing? (since 43% town is in acceptable range but the doublevoter power makes this a bit more scumsided than EV can tell you...)
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Post #807 (isolation #10) » Thu Oct 17, 2019 11:48 am
Postby TemporalLich »
Added a tenth VT (making this setup start at odds, thus removing the need for compulsive lynching and nobling). This is probably the best balanced this setup can get, and the strictly better EVs make adding a tenth VT a no-brainer.
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Post #1039 (isolation #14) » Sat Aug 29, 2020 6:41 am
Postby TemporalLich »
In post 1038, Isis wrote:I think you want the investigative to check mafia, not wolves, so that it doesn't incidentally determine which setup you're in, right?
That was intended as a counterbalance as the multiball setup looked a little scumsided. And Masonizer is already a mafia-investigative in spirit.
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Post #1212 (isolation #18) » Mon Mar 07, 2022 5:35 am
Postby TemporalLich »
In post 1211, Cook wrote:think you break this by forcing one deputy to out themselves and eliminate them, thus just having a town cop in a slightly disadvantageous ratio.
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Post #1217 (isolation #20) » Mon Mar 07, 2022 6:02 am
Postby TemporalLich »
The intent in Two Deputies is to have actual "dual backups" where if one Deputy dies the other becomes a Cop. If backups could not backup backups, you'd effectively have a Two Named Townie setup which counts as Inadvertent Mountainous.
If the strategy in Two Deputies isn't always to have one of the deputies claim then eliminate the claimed deputy, it would be quite an interesting setup I feel.
In post 1216, Something_Smart wrote:(I'm also not even sure that 2 goons/4 VT/1 cop is even good for town. I honestly think 2 goons/5 VT/2 named townies is probably better EV.)
Technically it’s neither of those. It’s slightly more power than either case. In one you have an 8 person with a Nightstart (slightly more likely to get an investigate) and in the other it’s got the odds of a cop becoming apparent.
Regardless to get EV you’d run the calculations on both models and pick the higher one, but I’m not convinced it’s a setup where EV is the right approach to balance.
good point
EV would definitely miss something actually, it might require playtesting maybe
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Post #1246 (isolation #24) » Sat Apr 29, 2023 6:55 am
Postby TemporalLich »
In post 1245, Jingle wrote:
To clarify, if lightbringer and plunge both target X on N1, X is neither roleblocked nor set to die N2. If Lightbringer targets x N2 after plunge targets X N1, X is roleblocked N1 but will not die N2. Correct?
This was my initial understanding, but I think it is a more clear way to make it explicit if other people were confused.
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Post #1248 (isolation #25) » Sat Apr 29, 2023 8:09 am
Postby TemporalLich »
In post 1247, Jingle wrote:
I never did weigh in on that setup, but my thoughts are that it's a bit townsided as is. My suggestion would be to split ordinator and lightbringer so that one blocked a kill attempt made the same day and one blocked a kill attempt made the next day. Particularly because the case where exist seems to be the worst offender and also because my issue with the setup is that it seems too likely that a kill would be stopped.
I don't think it's unplayably townsided as is though.
Ordinator (which is a placeholder name) is intended to be the Jailkeeper equivalent for Dark Creatures.
for a nerf, I'd probably make the lightbearer and ordinator only protect from plunging into darkness, instead of also clearing the "poisoned" lingering effect. (i.e. a lightbearer won't prevent a N2 death if they target a player on N2)
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Post #1250 (isolation #26) » Sat Apr 29, 2023 9:29 am
Postby TemporalLich »
In post 1249, Jingle wrote:
I think there is an interesting split in design in having one role be able to save on same night targeting and one only on night after targeting, is my point. I understood the original intent. I agree that your change would also have the desired effect, though.
I'll also outline your suggestion as an option in case anyone wants to run the setup that way:
alternate nerf idea - lightbearer protects from plunging into darkness, while ordinator roleblocks and prevents a death from plunging into darkness. Note that this adds some complexity to A2, which has both a lightbearer and an ordinator
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Post #1274 (isolation #28) » Sun Oct 01, 2023 8:33 am
Postby TemporalLich »
In post 1273, Jingle wrote:
The problem there is that evens are just worse mechanically.
With that setup you have more conftown than scum on D1 from a pr/No pr claim. That gives a 40% chance of hitting scum D1 which probably makes the game unwinnable for scum most of the time. A single successful cop result is backbreaking. Honestly even just no lim with no info treat vig as named town is probably just near unwinnable for that scum team.
yeah not sure how I could balance it, wanted to try to create an 8 player open setup that was fun to play
I could change the town power roles to vigilante and bodyguard
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Post #1277 (isolation #29) » Sun Oct 01, 2023 9:12 am
Postby TemporalLich »
In post 1275, Jingle wrote:
I think just dropping the BG makes it balanced ish?
Both cop 9er and vig 9er are playable, and having the RB should be a significant boost for scum in a micro.
I don't know that it's compelling play wise, but it's probably workable.
The issue is that evens just lends itself better to gimmick setups (Nightless/Nightstart/Lovers) and/or setups with guaranteed extra kills, and guaranteed extra kills is a rough thing to deal with in micro setup design.
sounds good for a basic 8 player setup
though yeah idk if it will be fun, but I want an 8 player setup that is newbie-friendly
the idea of the exile is to make the mafia not want to nightkill a player
since the exile can just claim and self-vote, I'm tempted to have the exile revealed at game start, as the alternative would make the setup mechanically bastard
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Post #1318 (isolation #32) » Thu Jan 11, 2024 3:54 pm
Postby TemporalLich »
so something like this?:
glimmer of hope is meant to have overpowered scum balanced by very strong positive feedback in town's favor (this is why the setup is named Glimmer of Hope fwiw)
still unsure what fix to Exile would be better: make the Exile receive a VT role PM (and thus make the setup technically mechanically bastard) or have the exile be revealed at game start, making this a IC setup?
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Post #1320 (isolation #33) » Thu Jan 11, 2024 4:06 pm
Postby TemporalLich »
alright I'll post glimmer of hope v2.1 in a new thread
would a "reverse glimmer of hope" setup probably called fading hope be a good idea, where a lower M means stronger scum (except maybe not start the game nightless)? basically the opposite concept of glimmer of hope - weak scum balanced by negative feedback in scum's favor