[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #5500 (ISO) » Thu Jan 10, 2013 8:58 am

Post by Leafsnail »

I'd normally agree but I feel like the scum would get equally apathetic after like the 3rd mislynch.
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Post Post #5501 (ISO) » Thu Jan 10, 2013 11:08 am

Post by Kitoari »

Maybe apply the same rule to a game with fewer players, or something.
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Post Post #5502 (ISO) » Sat Jan 26, 2013 1:24 pm

Post by Siveure DtTrikyp »

3 Vanilla townies
1 Jk
1 Cop

2 Ascetic Mafia Goons

Ascetic has priority over jailkeeping.
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Post Post #5503 (ISO) » Sat Jan 26, 2013 4:47 pm

Post by callforjudgement »

This is actually mathematically equivalent to an existing Open setup, "Follow the Cop… Or Not". (Because the JK is effectively a Doctor who makes the Cop paranoid.) IIRC, it didn't work, but I can't remember why.
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Post Post #5504 (ISO) » Sat Jan 26, 2013 4:56 pm

Post by Leafsnail »

I guess it's slightly different if there's a "You have been blocked" message.
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Post Post #5505 (ISO) » Sat Jan 26, 2013 5:18 pm

Post by callforjudgement »

Only if the message is different from the message for targeting an Ascetic. It'd be "you have been blocked" either way, wouldn't it?
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Post Post #5506 (ISO) » Sun Feb 10, 2013 4:21 am

Post by MP5 »

Hi, this would be the place to speculate on setup ideas correct?

I have no idea if such a thing may have been suggested before, but personally I find from a realism viewpoint, the standard mafia mechanics where PRs are hidden and unknown to be unrealistic. Is it possible to have a setup where the PRs and identities of who they are are known up front, from the beginning - but not their alignment?

Realistically, this would make more sense - if you lived in say a small town, you would know who the cop is, who the doctor is, who the "elected official" (insert name here for double voter) is. If suddenly bodies started piling up, you'd expect these guys to go to work to find out who is doing it - but, there is always the possibility that the people in those roles are the very scum compiling the dead body list.

It'd take some crazy balancing, I'm sure, to make sure that it worked properly, and wasn't just a roll of the random.org dice to see which alignments wins. And, among the random "townfolk", there are possibilities for having hidden PRs too (I'm thinking PGO and vig would make a lot of sense here).

Has anything like this ever been attempted before?
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Post Post #5507 (ISO) » Sun Feb 10, 2013 4:34 am

Post by Cogito Ergo Sum »

Yes. We call that type of set-up Smalltown.
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Post Post #5508 (ISO) » Sun Feb 10, 2013 4:35 am

Post by Empking »

In post 5506, MP5 wrote:small town


smalltown
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Post Post #5509 (ISO) » Sun Feb 10, 2013 4:47 am

Post by MP5 »

Excellent, now I wanna go study up on how that works :P Thanks.
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Post Post #5510 (ISO) » Sun Feb 10, 2013 9:07 am

Post by callforjudgement »

I don't think there is a good open Smalltown setup at the moment, and think that if one could be designed, it'd be a good thing to add to the Open rotation. Perhaps I'll try myself sometime.
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Post Post #5511 (ISO) » Sun Feb 10, 2013 9:11 am

Post by callforjudgement »

In post 5423, callforjudgement wrote:
KILL EVERYONE MAFIA
  • 4 Town Vigilantes (
    not
    one-shot!)
  • 3 Mafia Goons
Day start.
Not
nightless (doing this nightless is mindboggingly townsided with correct strategy, incidentally).
No-lynching is allowed.
Scum can NK each other if they want to.
Scum win if all players die simultaneously.
The game only ends when one faction has no chance of victory; merely equalling the town's numbers is not enough for scum to win.
I recommend using Open Night, so that town can coordinate nightkills if the entire scumteam decides to pile onto a quicklynch.

People say that Texas Justice is broken, and they're right. So I decided to tweak the numbers to take the brokenness into account, and, um, ended up with 3 scum in a 7 player game.

By the way, I actually ran this. It doesn't work: it's too swingy day 1, and probably townsided too. The basic problem is that scum are easy to find just via scumhunting when almost half the playerlist is scum, and once one scum is identified, the breaking strategies swing very much in town's favour.

It might even be worth trying at 3:3 (or 4:4?), but the problem there is that you'd need a lot of organization from the town. Something that wasn't there in the game that just ended, resulting in scum winning. (They might have won anyway, though.)
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Post Post #5512 (ISO) » Wed Feb 13, 2013 3:36 pm

Post by LlamaFluff »

Im going to start requesting new mid sized open setups (11-15 players) as the start of the micro-queue has pulled away some of the popular setups.

If you have any good ideas lets here them
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Post Post #5513 (ISO) » Wed Feb 13, 2013 3:39 pm

Post by quadz08 »

^This is a good idea.
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Post Post #5514 (ISO) » Thu Feb 14, 2013 3:12 pm

Post by LlamaFluff »

Im going to bring Popcorn Mafia back up again with only 11 players (7 town, 4 scum) because thats the only recent one that fits the size im looking for. It also has been ran once in the past as an 8:4 setup with a town win, so dropping the player could help quite a bit on the balance there.

In post 5430, Rainbowdash wrote:7x Vanilla
4x Goon

Nightless, Daykill Mechanic

Goon Role (x4)

You are a Mafia Goon with XXX, YYY and ZZZ

Before the game starts, you must elect one townie to receive the gun.

You may talk with your partners <HERE> at any time.

You win when mafia make up at least half of the living players


Vanilla Townie (x7)

You are a Vanilla Townie

All you have is your voice for now

You win when all threats to the town have been killed


When town gets the gun:

You have the gun.

You MUST shoot another player by <Deadline>

If you shoot mafia, they will die and you will retain the gun. If you attempt to shoot a town aligned player, you will die and the gun will transfer to their possession


Basically modified kingmaker nightless

Mafia chooses first king, if king executes mafia they remain king, if they try to execute town they die and thier target takes over as king. If they time out the king dies and mafia elects the new king again.


Also going to throw out the following:

Double Tap

11x Town Two Shot Vig
2x Mafia Two Shot Vig

All players are One-Shot Bulletproof
Mafia have daytalk
Mafia have a NK, cannot use vig and NK on same night
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Post Post #5515 (ISO) » Sun Feb 17, 2013 2:35 am

Post by Loranthaceae »

3-head-hydra anonymous
as a prefix for let's say
tit-for-tat
or
newbie setup
(something with simple and familiar PRs, no modifiers no miller no SK).

If the setup has 13 player slots for example that means 39 players in total.
Hydra
constellations are chosen
randomly
. Every slot gets a
separate QT
with unlimited talk. No daytalk for scum. Players aren't allowed to
reveal their identity
in the thread, that means also avoiding characteristic peculiarities and styles of speech. This setup discourages
OOC
and
off-topic
posting and deals
elegantly
with replacement/discontinuity issues and
eliminates
the basis for
personal attacks
.

By branching out like that I expect a
fresh gameplay sensation
emanating from the social dynamic fueled by the need to optimize communication in order to act
as a whole
. In conjuncture with a decent activity level the result should be
high level games
.
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Post Post #5516 (ISO) » Sun Feb 17, 2013 2:44 am

Post by Faraday »

You can't really stop people typing the way they type. Having played enough alt games a lot of the players will be altguessable and there's no real way to stop that.

Also I'd probably not limit hydra discussion to qt's.
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Post Post #5517 (ISO) » Sun Feb 17, 2013 2:50 am

Post by Loranthaceae »

That's like saying you can't stop people from farting in a confined space populated by a decently sized group of people. People know they're not supposed to fart, so they most likely won't in a situation where it's undesirable to do so.
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Post Post #5518 (ISO) » Sun Feb 17, 2013 2:57 am

Post by Faraday »

No. It's nothing like that, at all. What are the penalties if they break the rule? You can't remove the posibilities of people revealing their "real account" via typing style, there'll always be subtle things that drop through. Trying to force people to change their typing style seems an unenjoyable endeavour for them, too. I mean people tend to intentionally mask it up to a point - but as I said something always slips through and some people are just really obvious, anyway.
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Post Post #5519 (ISO) » Sun Feb 17, 2013 3:04 am

Post by Loranthaceae »

When they represent the hydra they're using proper formal English like they would in a business letter. Even if something 'slips through' if people ignore it instead of jumping around on it there's no problem. Penalties for braking this rule: a friendly warning. 2x => force replace. I think people are perfectly capable of following this guideline.
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Post Post #5520 (ISO) » Sun Feb 17, 2013 3:12 am

Post by Faraday »

Sure, they probably are. I think it's a net negative for player enjoyment (pseudo post restrictions are bad and unenjoyable), though. (And also don't think it really adds anything.)

There was a hydra game ran with 2 slots per hydra a while back (and random hydras), if you want to take a look at something similar. (Simply called "hydra mafia", I think? mod was bv310)
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Post Post #5521 (ISO) » Sun Feb 17, 2013 3:18 am

Post by Loranthaceae »

Will do, 10x. All in all I don't like meta. I don't like having to wait for people to get replaced, people acting like they're offended over something that isn't even a personal attack (even if it is how personal can 2 strangers be over the internet), I don't enjoy off-topic and ooc posts that much outside discussion forums so I came up with a setup that is suitable for my taste.
Last edited by Loranthaceae on Sun Feb 17, 2013 3:21 am, edited 1 time in total.
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Post Post #5522 (ISO) » Sun Feb 17, 2013 3:21 am

Post by Faraday »

Wait, how do you deal elegantly with replacements? Do you not replace or is there some other method? Just add them to the hydra?
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Post Post #5523 (ISO) » Sun Feb 17, 2013 3:23 am

Post by Loranthaceae »

If not by some weird coincidence all of the players sharing a hydra need replacing then there will be no discontinuity because there will still be someone to represent that slot even while the mod is looking for replacements
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Post Post #5524 (ISO) » Sun Feb 17, 2013 4:26 am

Post by IceGuy »

Here are some setups I've been developing on paper when I was bored. Have fun.

Pick Your Poison

3 Mafia Goons
1 Cop
1 Doc
1 JK
7 VTs

Every day, mafia chooses whether the cop or both doc and JK will be active the next night. An inactive cop will get a random result, an inactive doc's/JK's action fails silently.

Pick Your Copoison

3 Mafia Goons
2 Cops
8 VTs

Every day, mafia chooses whether Cop A or Cop B will be active. An inactive cop will get a random result.

Join Or Die

2 Mafia A Godfathers
2 Mafia B Godfathers
1 JK
1 Cop
7 VTs

If both mafia groups send in a "join request", they'll be joined and treated as one group (common wincon, common QT). However, they lose their nightkill and become Goons (i.e. can be found by the Cop).

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