In post 1299, Skygazer wrote:
what if i removed the announcement of the recipient? so only the recipient and OSN (ole saint nick) know? would open up more interesting claiming situations and make the game slightly harder for town
Makes the game more interesting imo. Still probably a bit more townsided than desired, since 11v2 is almost balanced mountainous per observation. I'd give scum some small measure of means to find the Nick, probably a tracker or MD of some kind.
I think adding a way to pass the assassination phase to 5p would help (3p wouldn’t work because it would be rough to try to play a scenario like that as scum)
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
Okay I didn't do the EV for the entire setup (because that's very hard to do manually and I would still appreciate if someone who knows how to automate it did it) but I just checked the EV for 5p ELo (23.33%) and for 7p ELo (24.29%), and I think these seem reasonable considering the usual EVs are 13.3% and 5.7% percent, respectively (and that these are the only things offsetting the setup from a very scumsided 3:10 mountainous).
One funny thing though is that it's actually slightly +EV (25% instead of 23.33%) for town to eliminate town in 7p ELo, which might make it more interesting.
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
Oh, okay, M is goons+exiles. I was thinking it was just exiles and the mafia made more exiles as the game progressed.
First of all, I'm not a huge fan of negative feedback loops in opens. What I mean is that if you lim a Mafia, the game gets harder for mafia both because the mechanics favor town more AND because mafia have fewer voices. It tends to encourage landslide victories. Overall, I'd say the setup is probably pretty balanced (maybe a bit scumsided), but it'll likely end up running like nsg's arsonist game did where it was just a massive slog of a game.
Dropping the numbers would probably help with that, and my guess would be 10v2, Exile is the only PR, Poison->Kill->Nightless would be roughly equivalent.
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?
I think conceit of game wise there's no reason not to make the Exile an IC. I think making the Exile a VT Role PM makes what already probably leans scum slightly that much more scumsided, and means that scum never really wants to kill the Exile.
And I figured the snowball effect was intentional, just sharing a bit of design philosophy as to why I dislike snowball style games in the first place. That's not to say other people always agree: God knows people enjoy Catan somehow.
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
I do like helping the underdog, design wise. I could also see it going the opposite way, where scum loses power every time a townie is limmed. Up to you whether the inspiration strikes though.
public cop sounds really broken for town no? like, it will always have better/equal value that every other setup with a base value of 2 alignement confirmed players(cop claim + whoever they target N1) unless the rolestopper manages to be on point with his stops, which idk, maybe i'm underestimating scum players here
Meanwhile one of the main props of masons is pretty much not here (communication, assuming i correctly supposed that this is a marathon setup, it's gonna be hard for them to communication, even more when the whole game will revolve around scum hunting for them) and even if you consider the setup as basically double IC scum has quite some wiggle room
i'm otherwise bad at evaluating vig but i think it's roughly at the same level as 2 masons? which is good if that's what you aimed for