[MECHANIC] Complex Voting (and some open setups)

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[MECHANIC] Complex Voting (and some open setups)

Post Post #0 (ISO) » Mon Oct 13, 2025 4:03 am

Post by TemporalLich »

Complex Voting extends voting to the complex plane, and makes eliminations not rounded and exactly 50% to count as majority (e.g. for 13 players, you need at least 6.5 votes to eliminate) and based on the absolute value of votes.

For example, a player with 1 real vote and 2 imaginary votes has approximately 2.23 (square root of 5, as 1^2 + 2^2 = 5) absolute votes, and the same would be true for a player with -2 real votes and -1 imaginary vote

I'm not sure if this makes for an interesting voting system as you can counteract votes with antivotes (and vice versa), and scum can vote scum in a way that makes them more difficult to eliminate

some setups that use complex voting:

Complex Mountainous
15 players


2 Mafia Goons

13 Vanilla Townies


Every player has a real vote, an imaginary vote, a real antivote, and an imaginary antivote.

Elimination thresholds are not rounded and exactly 50% counts as majority.

Eliminations are based on the absolute value of votes. (e.g. a player with 1 real vote and 2 imaginary votes has sqrt(5) absolute votes)

Normal nightkills.


Complex Nightless
10 players


2 Mafia Goons

8 Vanilla Townies


Every player has a real vote, an imaginary vote, a real antivote, and an imaginary antivote.

Elimination thresholds are not rounded and exactly 50% counts as majority.

Eliminations are based on the absolute value of votes. (e.g. a player with 1 real vote and 2 imaginary votes has sqrt(5) absolute votes)

No nightkills.

Playing this setup is not recommended, this setup only exists so a Nightless version of Complex Mountainous exists.


Complexipowers
11 players


1 Mafia (Random Polarity) Roleblocker

1 Mafia Goon

1 Town (Random Polarity) Cop

1 Town (Random Polarity) Doctor

1 Town (Random Polarity) Polarity Merlin

6 Vanilla Townies


Every player has a real vote, an imaginary vote, a real antivote, and an imaginary antivote.

Elimination thresholds are not rounded and exactly 50% counts as majority.

Eliminations are based on the absolute value of votes. (e.g. a player with 1 real vote and 2 imaginary votes has sqrt(5) absolute votes)

Each Polarity is given to the (Random Polarity) power roles. The polarities are Positive Real, Positive Imaginary, Negative Real, and Negative Imaginary. A Positive Real role only functions if they ended the day with at least 1 real vote, a Positive Imaginary role only functions if they ended the day with at least 1 imaginary vote, a Negative Real role only functions if they ended the day with at most -1 real votes, and a Negative Imaginary role only functions if they ended the day with at most -1 imaginary votes. No two roles will have the same polarity.

Roleblocker, Cop, and Doctor function as their Normal equivalents assuming they ended the day meeting their polarity condition.

The first time the Polarity Merlin meets their polarity condition, they will learn the Mafia Roleblocker's polarity. The second time the Polarity Merlin meets their polarity condition, they will learn the Town Cop and Town Doctor's polarity.

Roles do not flip with their polarity.

Normal nightkills and inherent multitasking.


These setups are likely unbalanced, but I'm assuming the complex voting mechanic is scumsided.
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Post Post #1 (ISO) » Mon Oct 13, 2025 7:28 am

Post by TemporalLich »

I've been informed that this fails the "what if town agrees to all work together" test

complexipowers might be interesting considering the power roles that require people to vote a certain way, but the mountainous setups aren't playable
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Post Post #2 (ISO) » Mon Oct 13, 2025 11:08 pm

Post by Sirius »

ego

i think the first question is arguably how many people you'd get to play this stuff
i was like "sirius what the fuck dude" and he said "well, it's 3 to hammer, and hydras get two votes since they're two players right?"
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