it only gives them two days to guess correctly. I feel like that is a lot of pressure. If you're in a bind consider the newbie queue mechanics as it is made for optimal fairness to newbie players they have a total of 3 days to guess if they continually guess incorrectly. your game enters lim or lose on day 2.
Maybe when the first goon is eliminated you might want to wait to reveal who they claim as innocent until the next day or shield the confirmed innocent from the kill.
In post 8, Political Clout wrote:
Maybe when the first goon is eliminated you might want to wait to reveal who they claim as innocent until the next day or shield the confirmed innocent from the kill.
It's nightless, mafia can't kill
The setup's really swingy and pretty much forces scum to powerwolf for the d2 win, might be more interesting to have the IC be granted if town gets limmed on d1 only to let scum bus as well as give town a chance for a comeback
Plural | Nameless (They/He) and Alice (She/Her) and C (They/Them) and more
In post 9, usesPython wrote:
The setup's really swingy and pretty much forces scum to powerwolf for the d2 win, might be more interesting to have the IC be granted if town gets limmed on d1 only to let scum bus as well as give town a chance for a comeback
yeah that might work out
i was also thinking if i could add an extra townie but get rid of white flag (originally this setup was that every mafia had to reveal an IC but 2 ICs with 1 goon is auto for town)
i suppose in lots of ways that shares similarities with 6:3 in this setup. it is higher scum agency and (i think) probably deliberately a bit closer towards balanced.
The setup's really swingy and pretty much forces scum to powerwolf for the d2 win, might be more interesting to have the IC be granted if town gets limmed on d1 only to let scum bus as well as give town a chance for a comeback
this is worth remembering, to an extent, but it's a bit of a self-fulfilling prophecy kinda situation too. scum are forced to make wild risky plays to get that coveted "deepwolf" position to catch an early win. but diligent town should be on the lookout for wild plays. so maybe that person overplaying is just, like, a worried townie
i do kind of abstractly agree that you avoid gameplay limitations by varying the core mechanic or introducing another mechanic. idk exactly how though!
Originally for Opt 1 I was gonna do 5v3 but then the EV for Town drops to 35.8928% and that's low enough to cause a tremendous different despite it being a social game
suggestion which might get us a bit closer to that 50-55% sweet spot, and also increases agency... what if it were 7:3, and on the first mafia goon's flip, they had to IC a townie & had a choice to make a single nightkill?
note this could be used to remove perceived "weak link" scum from the game
we've tended to balance closed setups very slightly in favour of town, historically
totally personal opinion but i think opens are probably better balanced towards 50%, but with a slight preference for town ev
In post 9, usesPython wrote:
The setup's really swingy and pretty much forces scum to powerwolf for the d2 win, might be more interesting to have the IC be granted if town gets limmed on d1 only to let scum bus as well as give town a chance for a comeback
I agree with this, it makes more sense thematically.