[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #7302 (isolation #0) » Tue Sep 16, 2014 12:39 am

Post by wgeurts »

Here's a setup I'm thinking of which I've made, how could I balance/improve it? It's made for 13+ People with tow more roles unlocking after 15 people is reached.
Amsterdam Mafia
:

Roles
:

Mafia
:
Framer
: Picks a night-target, that person shows up "Guilty" on inspection.
Stalker
: Chooses one target per night, that person's role is them given to him.
Genius
: Selects one night-target, any effects aimed at him are deflected to the night-target. Can only be roleblocked by Druggy.
Hooker
: (Only with 15+ people) Selects one person to role-block that night by "distracting" him/her.


Town
:
Cop
: Selects one night-target, he then gets sent "Innocent" or "Guilty".
Jail-keeper
: Same as doctor except blocks the night-targets ability.
Vigilante
: May once per game select a target to "shoot" at night. He does this by sending a name or "No Kill"
Druggy
: Same as role-blocker except shows up guilty on inspection.
Virgin
: No night kills next night if night-killed, becomes town/gang member if "hooked" by Hooker. (Only with 15+ people.)
Townie/Gang Member
: rest (gang members are townies and all townies are gang members, I'm just using the name "gang member" instead of townie.
Cheese Maker
: Passes on a cheese to someone on the first night, if that person is killed by mafia/lynch/vigilante he becomes a cheese, if he doesn't die that player must pm me the name of someone who they wish to pass the cheese onto. If you become a cheese you may speak in the topic and act as if you are still in except you may not lynch.
If someone becomes a cheese the Cheese maker will start again and pass someone a new cheese. He wins if 3 people become a cheese.
Last edited by wgeurts on Tue Sep 16, 2014 12:44 am, edited 2 times in total.
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Post Post #7311 (isolation #1) » Tue Sep 16, 2014 4:29 am

Post by wgeurts »

In post 7308, Phillammon wrote:Okay, not sure what it was, but I had a horrible bug in my previous code, which is hopefully now fixed.

Spoiler: Python Script for the interested, can be modified to simulate other setups

Code: Select all

import random

Total_Number_Of_Townies = 11
Total_Number_Of_Scum = 2
Starting_Vigs = 1
Starting_Scum_Vigs = 1


class Player(object):
    def __init__(self, allegiance):
        self.gun = False
        self.allegiance = allegiance
        self.alive = True
    def hasGun(self):
        return self.gun
    def isScum(self):
        return self.allegiance
    def giveGun(self):
        self.gun = True
    def isAlive(self):
        return self.alive
    def Die(self):
        self.alive = False
        return self.isScum(), self.hasGun()

class MementoMori(object):
    def __init__(self, town, scum, townkills, scumkills):
        players = []
        townlist = []
        scumlist = []
        if townkills > town:
            townkills = town
        if scumkills > scum:
            scumkills = scum
        for i in range(town):
            townlist.append(Player(False))
        for i in range(scum):
            scumlist.append(Player(True))
        for i in range(townkills):
            n = 0
            while townlist[n].hasGun():
                n = random.randint(0, town-1)
            townlist[n].giveGun()
        for i in range(scumkills):
            n = 0
            while scumlist[n].hasGun():
                n = random.randint(0, scum-1)
            scumlist[n].giveGun()
        self.players = scumlist + townlist
        self.livetown = town
        self.livescum = scum
        random.shuffle(self.players)
        self.result = 2
        self.gameover = False
    def Day(self):
        random.shuffle(self.players)
        lynchee = self.players.pop()
        flip = lynchee.Die()
        if flip[0]:
            self.livescum -= 1
            if self.livescum == 0:
                self.TownWin()
        else:
            self.livetown -= 1
            if self.livetown == 0:
                self.ScumWin()
        if flip[1]:
            self.LastWill(lynchee)
    def Night(self):
        victims = []
        for player in self.players:
            if player.hasGun():
                if player.isScum():
                    n = 0
                    while self.players[n].isScum():
                        n = random.randint(0, len(self.players)-1)
                    victims.append(self.players[n])
                else:
                    n = 0
                    while not self.players[n] == player:
                        n = random.randint(0, len(self.players)-1)
                    victims.append(self.players[n])
        for bodybag in victims:
            if bodybag.isAlive():
                flip = bodybag.Die()
                self.players.remove(bodybag)
                if flip[0]:
                    self.livescum -= 1
                    if self.livescum == 0:
                        self.TownWin()
                else:
                    self.livetown -= 1
                    if self.livetown == 0:
                        self.ScumWin()
                if flip[1]:
                    self.LastWill(bodybag)
        if self.livescum == self.livetown == 0:
            self.Draw()
        if self.livescum >= self.livetown:
            self.ScumWin()
        if self.livescum == 0:
            self.TownWin()
        
    def LastWill(self, corpse):
        random.shuffle(self.players)
        if corpse.isScum():
            for i in self.players:
                if i.isScum:
                    if not i.hasGun:
                        i.giveGun()
                        break
        else:
            self.players[0].giveGun()
    def TownWin(self):
        self.result = 0
        self.gameover = True
    def ScumWin(self):
        self.result = 1
        self.gameover = True
    def Draw(self):
        self.gameover = True
    def Play(self):
        while not self.gameover:
            self.Day()
            if not self.gameover:
                self.Night()
        return self.result
    
town = 0
scum = 0
draw = 0
repeats = 100000
for i in range(repeats):
    Game = MementoMori(Total_Number_Of_Townies,Total_Number_Of_Scum,Starting_Vigs,Starting_Scum_Vigs)
    result = Game.Play()
    if result == 0:
        town += 1
    elif result == 1:
        scum += 1
    else:
        draw += 1

print(str(town)+'/'+str(scum)+'/'+str(draw))
print("Estimated Town EV: " + str(round((town/repeats)*100, 3)) + '%')


Upshot is, that's a 12.5% town EV, which is much, *much* worse than I thought. I may play around with the numbers a bit, see what I can do.

EDIT:
10 VT
,
1 Vig
,
1 Goon
,
1 ScumVig
gives a 30% Town EV, which seems to come as balanced according to the wiki.

Would you be ablt to put this setup through for odds:
Godfather
Scum Inspector
Framer
Scum Rolelocker

Viligante
Roleblocker (Shows up guilty on inspection)
Cop
Jail-Keeper
8 Townies
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Post Post #7313 (isolation #2) » Tue Sep 16, 2014 4:48 am

Post by wgeurts »

I've decided to change it as to give the role-blockers more power.
Deflector
Hooker
Framer
Stalker

Jailkeeper
Guilty Roleblocker
Cop
Vigilante
Virgin
7 Town

This means the hooker and the stalker will be working together to hunt down the Virgin as if they night-kill him/her they aren't allowed a night-kill the next night. The Cop has to think very well with all the innocent/guilty changing roles, I've eliminated the "Follow the Cop" routine by making the doctor jail-keeper; who also blocks the role of the guy he protects. The Deflector can only be roleblocked by the Guilty Roleblocker and not the Jailkeeper.
I'm thinking of a possible 2nd cop, what do you suggest?
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Post Post #7320 (isolation #3) » Tue Sep 16, 2014 6:40 pm

Post by wgeurts »

Llama would this be accepted?
1-50 = T (Town)
51-65 = I (Informative)
66-75 = P (Protective)
76-85 = K (Killing)
86-95 = A (Passive)
96-100 = M (Manipulative)

Town:
TTTTTTT =
2 Goons

TTTTTT =
Hooker + 2 Goons

TTTTT =
Stalker + Goon + Hooker
,
Serial Killer

TTTT =
Stalker + Goon + Hooker

TTT =
Stalker + Lawyer + Hooker
,
Serial Killer

TT =
Stalker + Lawyer + Hooker

T =
Stalker + Lawyer + Bus Driver
,
Serial Killer

0 Ts =
Stalker + Lawyer + Bus Driver


Informative:
I =
1-Shot Cop

II =
Cop

III =
Cop + 1-Shot Cop

IIII =
Cop + Deputy

IIIII =
Cop + Deputy + 1-Shot Cop

IIIIII =
2 Cops + Deputy


Protective:
P =
Bodyguard

PP =
Doctor

PPP =
Doctor + Bodyguard

PPPP =
Doctor + Bodyguard + Nurse

PPPPP =
2 Doctors + Nurse


Killing:
K =
Suicide Bomber

KK =
1-Shot Vigilante

KKK =
1-Shot Vigilante + Suicide Bomber

KKKK =
2 1-Shot Vigilantes

KKKKK =
2 1-Shot Vigilantes + Vengeful


Passive:
A =
Innocent Child

AA =
2 Masons

AAA =
2 Masons + Innocent Child

AAAA =
2 Masons + Innocent Child + Virgin

AAAAA =
3 Masons + Virgin


Manipulative:
M =
1-Shot Roleblocker

MM =
Roleblocker

MMM =
Roleblocker + Nexus

MMMM =
Roleblocker + Nexus + 1-Shot Roleblocker

MMMMM =
2 Roleblockers + Nexus


Serial Killer
chooses one of two abilities at start of game;
  • 1-Shot Inspection Immunity
    Or
  • 1-Shot BulletProof
Last edited by wgeurts on Fri Sep 19, 2014 9:11 am, edited 3 times in total.
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Post Post #7329 (isolation #4) » Wed Sep 17, 2014 5:08 pm

Post by wgeurts »

In post 7328, Kaiveran wrote:Hmm, I'd then just have the Mafia RB flavored as Hooker all the time. Is it really a good idea to let scum know there's a specific power role in the game?

Other than that, I honestly think this could be developed into a viable alternative to C9++ and the ilk. I especially like the inclusion of Backups; it really mitigates the "no real way to defend against 3 Cops/Docs/RBs" problem with higher power draws in the other doubleplusgood setups.

Scum roles definitely need to be tweaked though. 3:10 with scum PRs is too strong against the larger amount of T's which have only 1-2 town PRs.

This would mean that all roles in-game wouldn't be announced at game start to get your proposal to work. Any suggestions on the Mafia tweaks? Mabye I could just add 2 more people to the player count.
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Post Post #7331 (isolation #5) » Wed Sep 17, 2014 6:13 pm

Post by wgeurts »

My goal of this C9++ Variation is to make a more "random" version which is yet still balanced. With C9++, however rare, you can end up with three cops and there is still room for another power role. This can easily abused; 3 cops and 10 others where of 3 are mafia, they have a 3/10 almost 1/3 chance of hitting a mafia. However that's why you have the Godfather and a Roleblocker. With the Godfather the chance of getting "guilty" is 1/5, you have three cops however so the chance is still there. The roleblocker has 3/10 chance of blocking a cop. By day two these odds become larger and the town if no cop was killed is has heavy odds for winning.
You get the same problem with 3 doctors, they protect 3 people if they all choose different people and that means the scum have a 3/10 chance of hitting a protected guy 1/3 if the game starts with a day.
To balance this I added the Nurse and Deputy: the nurse becomes a doctor when a doctor dies and the deputy becomes a cop on death of a cop. This is already more balanced. My setup is more of a C9++ variation than a JK9++ variation as JK has a completely different feel and play style with roles active such as the Gunsmith and Commuter.
The difference with mine is that I've given the scum more power, while also making a setup which is truely different every time it is used. Hence the many role variations like bodyguard instead of 1-shot doctor etc. In certain aspects I've buffed the town; like with the bodyguard.
I'll make a summary of the roles later. What do you mean with your 2nd question though?
I'm sorry if my English sucks as I'm Dutch.
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Post Post #7340 (isolation #6) » Fri Sep 19, 2014 7:47 am

Post by wgeurts »

In post 7338, Kaiveran wrote:
In post 7329, wgeurts wrote:
This would mean that all roles in-game wouldn't be announced at game start to get your proposal to work. Any suggestions on the Mafia tweaks? Mabye I could just add 2 more people to the player count.


First off, I don't think you get how ++ setups work – under NO circumstances do you reveal the roles that have been drawn at the beginning of the game. That's a secret to everybody except the mod. So, in this instance, making the Mafia Roleblocker into a Hooker at all times doesn't affect anything other than, the Mafia will no longer know if there's a Virgin in the game or not. Which they weren't supposed to know
anyway
. You get me?

I don't think it should be a larger game either, everything but the Mafia roles seems consistent with the original 13 player design.

I think I'll work on this later today.

Ah, I now see. I blame my newness to this forum, I'm familiar with mafia and your wiki but not all the setups. Also, any mob balance suggestions?
I'll post an update + role descriptions later.
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Post Post #7341 (isolation #7) » Fri Sep 19, 2014 6:44 pm

Post by wgeurts »

1-50 = T (Town)
51-65 = I (Informative)
66-75 = P (Protective)
76-85 = K (Killing)
86-95 = A (Passive)
96-100 = M (Manipulative)

Town:
TTTTTTT =
2 Goons

TTTTTT =
Hooker + 2 Goons

TTTTT =
1-Shot Stalker + Goon + Hooker
,
Serial Killer

TTTT =
1-Shot Stalker + Goon + Hooker

TTT =
Stalker + Goon + Hooker
,
Serial Killer

TT =
Stalker + Goon + Hooker

T =
Stalker + Lawyer + Bus Driver
,
Serial Killer

0 Ts =
Stalker + Lawyer + Bus Driver


Informative:
I =
1-Shot Cop

II =
Cop

III =
Cop + 1-Shot Cop

IIII =
Cop + Deputy

IIIII =
Cop + Deputy + 1-Shot Cop

IIIIII =
2 Cops + Deputy


Protective:
P =
Bodyguard

PP =
Doctor

PPP =
Doctor + Bodyguard

PPPP =
Doctor + Bodyguard + Nurse

PPPPP =
2 Doctors + Nurse


Killing:
K =
Suicide Bomber

KK =
1-Shot Vigilante

KKK =
1-Shot Vigilante + Suicide Bomber

KKKK =
2 1-Shot Vigilantes

KKKKK =
2 1-Shot Vigilantes + Vengeful


Passive:
A =
Innocent Child

AA =
2 Masons

AAA =
2 Masons + Innocent Child

AAAA =
2 Masons + Innocent Child + Virgin

AAAAA =
3 Masons + Virgin


Manipulative:
M =
1-Shot Roleblocker

MM =
Roleblocker

MMM =
Roleblocker + 1-Shot Rolestopper

MMMM =
Roleblocker + 1-Shot Rolestopper + 1-Shot Roleblocker

MMMMM =
2 Roleblockers + 1-Shot Rolestopper


Serial Killer
chooses one of two abilities at start of game;
  • 1-Shot Inspection Innnocence
    Or
  • 1-Shot BulletProof


Roles:

Bodyguard:

Visits one person every night.
If somebody tries to kill that person the bodyguard will die in place of the target.
Bus Driver:

Visits two people every night. Any night-abilities of those people target each other.
Cop:

Visits one person every night and receives a report with that person's alignment. ("Guilty" or "Innocent".)
Deputy:

When a cop dies the deputy becomes a cop.
Doctor:

Visits one person every night.That person will be protected from dying that night. (From any form or night-kill unless specified.)
Goon:
A regular mafia member with no extra abilities.
Hooker:

Visits one person every night and that person is role blocked.
Innocent Child:

His/her name and role are made public at the start of the game.
Lawyer:

Visits one person at night, that person shows up "innocent" on inepection.
Masons:

Knows who the other mason(s) are/is.
Nurse:

When a doctor dies the nurse becomes a doctor.
Roleblocker:

Visits one person every night and that person is role blocked.
Rolestopper:

Visits one person each night, all effects targeted at that player are blocked including night-kills.
Serial Killer:

Kills one person per night as a night-kill and wins if (s)he is the last person in-game. Shows up guilty on inspection.
Suicide Bomber:

Can visit one person once per game at night. That person dies even if he is protected, the suicide bomber also dies.
Stalker:

Visits one person per night. Finds out the visited players role.
Vengeful:

On death may choose to kill one person.
Vigilante:

May once per game visit one person. That player is then night-killed.
Virgin:

If night-killed, no night-kills may be performed the following night. Becomes a towny if role-blocked by hooker.
The rest are Vanilla Townies.
Last edited by wgeurts on Sat Sep 20, 2014 9:36 am, edited 3 times in total.
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Post Post #7342 (isolation #8) » Fri Sep 19, 2014 9:10 pm

Post by wgeurts »

I've decided to run 5 setup test to see what kind of outcomes I get.
Edit: ">" means after mafia nerf.
Test 1

15-T
96-M
37-T
39-T
79-K
13-T
14-T
TTTTTKM

Stalker > 1-Shot Stalker
Hooker
Goon

1-Shot Roleblocker
Suicide Bomber
7 Townies

Serial Killer


Test 2

26-T
34-T
93-A
88-A
85-K
40-T
63-I
TTTIKAA

Stalker
Hooker
Lawyer > Goon

Suicide Bomber
1-Shot Cop
2 Masons
5 Townies

Serial Killer


Test 3

89-A
74-P
48-T
85-K
2-T
93-A
32-T
TTTPKAA

Stalker
Hooker
Lawyer > Goon

Bodyguard
Suicide Bomber
2 Masons
5 Townies

Serial Killer


Test 4

75-P
55-I
89-A
28-T
46-T
64-I
40-T
TTTIIPA

Stalker
Hooker
Lawyer > Goon

Innocent Child
Cop
Bodyguard
6 Townies

Serial Killer


Test 5

26-T
27-T
3-T
86-A
75-P
16-T
41-T
TTTTTPA

Stalker > 1-Shot Stalker
Hooker
Goon

Innocent Child
Bodyguard
7 Townies

Serial Killer


Outcome: I need to take power away from the scum.
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Post Post #7354 (isolation #9) » Sun Sep 21, 2014 3:50 am

Post by wgeurts »

Ive got 2 versions of ++ game in this thread: http://forum.mafiascum.net/viewtopic.ph ... 3#p6234573
I put them there as they fill alot of room and I'd love serious reviewers to review them.
A question; How do I get a game to be played or hosted?
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Post Post #7358 (isolation #10) » Sun Sep 21, 2014 7:12 am

Post by wgeurts »

That's enough setup making for me this week.
Apocolypse:


Factions:

Cult:

Win Condition: Have the majority be a Cult member:
1 Cult Leader

Survivors:

Win Condition: Have the majority be a Survivor member.
1 Recruiter

Zombie:

Win Condition: Have all players become Infected.
1 Doctor-Proof Zombie

Mafia:

Win Condition: Have the majority be Mafia.
1 Mafia Leader

Town:

Win Condition: Kill all Mafia.
1 Surgeon
2 Doctors
1 Detective
1 Deprogrammer
1 Roleblocker
5 Town


This setup works with 5 different factions each with a different Win Condition. It starts with a night-phase. Town members if they are recruited may or may not keep their role. It depends on the Faction Ability.

Faction Abilities:

Cult:

Any people who started in the Town Faction recruited into the Cult keep their abilities. Can only be recruited to other factions by Deprogrammer or Zombie.
Mafia:

Any people who started in the Town faction recruited into the Mafia keep their abilities. Has a night-kill while the leader lives and is on the Mafia faction, he controls the night-kills target too.
Survivors:

Any people who started in the Town faction keep their abilities. Survivors can be infected but can't be converted to zombies.
Zombies:

Anyone recruited to the Zombies loses their ability. All people in the Zombies (faction) becomes a zombie (role). Can only be recruited to another faction by a Doctor, all other attempts fail.
Town:

No abilities.

Recruitment Info:

If 2 or more factions recruit/convert 1 person at the same time, priority is taken in this order:
  • Zombie
  • Cult
  • Survivor
  • Mafia
  • Town


Roles:

Cult Leader:

Visits one person each night, that player is recruited to the Cult faction.
Recruiter:

Visits one person each night, that person is recruited to the Survivors faction.
Zombie:

Visits one person each night, that player becomes a zombie after the next night. Zombies die if they visit the Cult Leader.
Mafia Leader:

Visits two people each night, the first person is recruited to the Mafia and the second is killed.
Surgeon:

Visits one person each night, one person from a rival faction visiting that player is killed and that player is protected from conversions and night-kills. (Can stop zombie conversions from occuring the following day.)
Doctor:

Visits one person each night, that person is protected from night-kills and if they are a Zombie recruited to the Doctor's current faction.
Deprogrammer:

Visits one person each night, if that person is a Cult member he is converted to the Deprogrammer's current faction.
Roleblocker:

Visits one person each night, that persons role is blocked.
Detective:

Visits one person each night, finds out that persons role and current faction.
Town:

No abilities.
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Post Post #7360 (isolation #11) » Sun Sep 21, 2014 8:02 am

Post by wgeurts »

In post 7359, OkaPoka wrote:waaaay to swingy

Yeah, it's not a serious strategy setup.
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Post Post #7362 (isolation #12) » Sun Sep 21, 2014 4:42 pm

Post by wgeurts »

In post 7361, reinoe wrote:
In post 7360, wgeurts wrote:
In post 7359, OkaPoka wrote:waaaay to swingy

Yeah, it's not a serious strategy setup.

Why are you wasting everyone's time with it then? Whatever.

As although it isn't stragetic it'd make an interesting game.
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Post Post #7365 (isolation #13) » Sun Sep 21, 2014 5:56 pm

Post by wgeurts »

Yeah I'm thinking of ways to make it more strategic. This is not a final setup.
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Post Post #7367 (isolation #14) » Sun Sep 21, 2014 6:28 pm

Post by wgeurts »

Ok here's a balanced none swingy version.
Apocolypse:


Factions and Roles:

Zombies:

1 1-Shot-Doctor-Proof Zombie

Cult:
1 Weak Cult leader

Mafia:
1 Roleblocker
1 Goon

Town:
1 Detective
1 Surgeon
1 Doctor
1 Deprogrammer
1 Survivor
6 Vanilla Townies


Faction Information:

Win Conditions:
Zombies:
Infect all players.
Cult:
Have half the town remaining plus 1 be a member of the Cult.
Mafia:
Consist of half the town remaining.
Town:
Kill all Mafia.

Other:

The Mafia have a night-kill.

Roles:

Zombie:
Visits one person each night, that person becomes infected and becomes a zombie after the next night. Zombies die if they visit a Cultist or Cult Leader.
Weak Cult Leader:
Visits one person each night, that person is converted to a Cultist. Dies if he targets a Mafia and nothing happens if he targets a Zombie.
Cultist:
A member of the Cult with no abilities.
Goon:
A Mafia member with no abilities.
Roleblocker:
Visits one person each night, that person's role is blocked.
Surgeon:
Visits one person each night, that person is protected from conversion and any infection status is removed (Zombies stay zombies and don't lose infection status.). That person can't be night-killed.
Doctor:
Visits one person each night, that player is protected from night-kills and if he visits a Zombie the Zombie dies.
Deprogrammer:
Visits one person each night, if that person is a Cultist he is converted back to his original role.
Detective:
Visits one player each night, finds out that players role.
Survivor:
Can be infected by a Zombie but can't convert to a Zombie.
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Post Post #7369 (isolation #15) » Sun Sep 21, 2014 6:49 pm

Post by wgeurts »

In post 7368, ika wrote:i would still say mass rolecall=GG

Mass rolecall would end in you being recruited or killed hence losing your ability, there is also a Roleblocker. Rolecall would end as a disaster, this version starts with day.
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Post Post #7370 (isolation #16) » Sun Sep 21, 2014 6:57 pm

Post by wgeurts »

Llama, what are your opinions on my Apocolypse setup and my ++ setup which is somewhere in this thread.
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Post Post #7372 (isolation #17) » Mon Sep 22, 2014 7:50 am

Post by wgeurts »

Ah, the Mafia balance is great! Thanks for doing that, how would I be able to get this into a wiki?
Also, what would be a good name?
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Post Post #7374 (isolation #18) » Tue Sep 23, 2014 6:27 pm

Post by wgeurts »

@Llama
Apocolypse:
Care to explain how mass-claim would break it? The scum have a Roleblocker and a night-kill, along with the factions the role claim would end with half the PR's being recruited or killed. This however is definitely a Bastard setup.
++:
The Scum knowing which roles are in-game is unlikely, half the time the stalker is 1 shot and there aren't any roles that are only used on a certain roll or letters. The biggest give away I see would be the Virgin. As for the town role claiming, it would be very risky. Most of the time the protective role is a bodyguard who can only really pull of his act if he remains hidden as he dies if the guy he protects is night-killed. There are not many doctors and the Lawyer would make life hard in the cases of follow the cop that do get pulled off. Roleclaiming would not be a wise decision. Do you suggest a name for this new "category"?
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Post Post #7397 (isolation #19) » Thu Oct 02, 2014 9:16 am

Post by wgeurts »

Politics Mafia


2-Shot Lawyer
Framer

Bodyguard
1-Shot Governor
Judge
Cop
Insane Cop
6 VT's

Politician


Roles:
Lawyer: Visits one person each night, that player turns up innocent on inspection.
Framer: Visits one person each night, that player turns up guilty on inspection.
Bodyguard: Visits one person each night, if that player is night-killed he has a 50% chance of dying.
Governor: Once per game may reset a vote count, the person with the highest votes before the reset may no longer be voted on that day.
Judge: The judges vote counts as 2:
Cop: Visits one person each night, receives the result "Innocent" or "guilty".
Insane Cop: Visits one person each night, receives the opposite result he should get. Looks like cop to self and others on death and in role PM.
Politician: Changes sides every day. Starts as town and doesn't join Scum chat if scum.
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Post Post #7409 (isolation #20) » Fri Oct 03, 2014 7:39 am

Post by wgeurts »

In post 7402, BBmolla wrote:
Good Cop, Insane Cop


7 Players

1 Mafia Framer
1 Mafia Backup Framer

1 Town Sane Cop
1 Town Insane Cop
3 Vanilla Townies


  • Cops are not told their sanity.
  • Cops get a pregame report and Framer gets a pregame frame.

This is amazing, this needs to be run ASAP. Darn those stupid 3 month no-hosting rules.
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Post Post #7410 (isolation #21) » Fri Oct 03, 2014 10:20 am

Post by wgeurts »

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Post Post #7412 (isolation #22) » Fri Oct 03, 2014 11:00 pm

Post by wgeurts »

Trying to get Mith to allow me to host it under 3 months of memership :P
He probaly won'y allow me but would any else like to host it?
I believe this could become a really great setup.
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Post Post #7413 (isolation #23) » Fri Oct 03, 2014 11:09 pm

Post by wgeurts »

Someone hosting it here: http://forum.mafiascum.net/viewtopic.ph ... 2#p6270092
Really interested to see how the setup works.
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Post Post #7414 (isolation #24) » Sat Oct 04, 2014 12:21 am

Post by wgeurts »

Werewolf Mafia

Werewolf roles:

2 Werewolfs

1 Seer
1 Shaman
9 Civilians


Mafia roles:

2 Mafia Goons

1 Cop
1 Doctor
9 Townies


  • Roles are randomly assigned to the 13 players, each player gets 1 role from each list; 1 "Werewolf role" and 1 "Mafia role".
  • Players can therefore be;
    • Werewolf Mafia
    • Werewolf Cop
    • Werwolf Doctor
    • Werewolf Towny
    • Seer Mafia
    • Seer Cop
    • Seer Doctor
    • Seer Towny
    • Shaman Mafia
    • Shaman Cop
    • Shaman Doctor
    • Shaman Towny
    • Civilian Mafia
    • Civilian Cop
    • Civilian Doctor
    • Civilian Towny

  • Both Mafia and Werewolves have a factional kill.


Win Conditions:

  • Werewolf Mafia:
    They win when the Werewolf Mafia consist of half the town.
  • Werewolf Towny/Cop/Doctor:
    They win when all Mafia are dead and the Werewolves consist of half the town.
  • Civilian/Seer/Shaman Mafia:
    They win when all Werewolves are dead and the Mafia consists of half the town.
  • Civilian/Seer/Shaman Towny/Cop/Doctor:
    They win when all Mafia and Werewolves are dead.


Roles

  • Werewolves:
    Have a factional night-kill.
  • Seer:
    Can inspect one person per night, they then find out that players "Werewolf" role.
  • Shaman:
    Can protect one person per night, that player is protected from the Werewolf faction-night kill.
  • Civilian:
    Have no abilities.
  • Mafia:
    Have a factional night-kill.
  • Cop:
    Can inspect one person per night, they then find out that players "Mafia" role.
  • Doctor:
    Can protect one person per night, that player is protected from the Mafia faction-night kill.
  • Towny:
    Have no abilities.
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Post Post #7416 (isolation #25) » Sat Oct 04, 2014 6:12 am

Post by wgeurts »

I makes it alot more strategic, without unbalancing everything.
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Post Post #7418 (isolation #26) » Sat Oct 04, 2014 6:30 am

Post by wgeurts »

However it isn't everbody has 2 roles, it's bassicaly two 2 Mafia, 1 Cop, 1 Doctor games at the same time. The Doctor can only stop a mafia faction kill, the seer only a werewolf faction kill. Same goes for the cop and his counter part.
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Post Post #7419 (isolation #27) » Sat Oct 04, 2014 6:31 am

Post by wgeurts »

It's not 2:11 or 9:2:2
It's two times 2:11 with 1 cop and 1 doctor.
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Post Post #7420 (isolation #28) » Sat Oct 04, 2014 6:33 am

Post by wgeurts »

You could be a towny trying to kill the scum and a werewolf, trying to kill civilians.
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Post Post #7423 (isolation #29) » Sat Oct 04, 2014 7:37 am

Post by wgeurts »

In post 7421, Siveure DtTrikyp wrote:It CAN be 2:11 in the case where mafia = werewolves.

It CAN turn into 9:2:2 with no town power.

It can be stupid as hell if there's one mafia werewolf - they have to win by themselves?

Pedit: Multiball generally needs you to kill the other team anyway. There's nothing unique about that.

The chances of both people being werewolf mafia is 2 out of 169. A Werewolf Doctor would be Playing against civilians and helping townies. Town power will always be there.
Also, there are 2 faction kills per night, follow the cop wouldn't work as both doctor and seer would have to protect the cop from any-nightkills. Shaman only blocks werewolf faction kill, opposite for doctor.
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Post Post #7426 (isolation #30) » Sat Oct 04, 2014 8:16 am

Post by wgeurts »

In post 7424, Siveure DtTrikyp wrote:2/169 isn't 0. You have to consider the possiblity of that happening.

Also, the odds of one mafia werewolf? Uh, lessee. 2/13 + 11/13 *2/12 = 24/156 + 22/156 = 46/156 = 23/78? So about a bit more than a quarter chance?

Also, a werewolf will be helping townies do what? Kill mafia? Hangon, won't the mafia be civilians?

Like, that aspect doesn't really exist.

It's basically a four faction game, however nobody can trust anyone, even their fellow scum.
It also stops the mafia an the werewolves from working together to eliminate the town. There's nothing wrong with mafia-werewolf; they add an element of uncertainty to the game. The Mafia and Werewolf will need to try to blend in with the civilian-townies to try and achieve their goals, however so will the werewolves.
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Post Post #7449 (isolation #31) » Mon Oct 06, 2014 8:40 am

Post by wgeurts »

In post 7448, Bicephalous Bob wrote:I felt inspired.

Ceremonial Monarchy


1 King
4 Ministers

X Civilians

-Nightless.
-Civilians win alone when the King is dead.
-The King knows who the Ministers are, but not the other way around.
-The King wins alone when he outlives all Ministers.
-The Ministers win alone when the King and at least one Minister is alive and the King and living Ministers are at least 50% of the living players.
-Ministers have daytalk.

Should call it "Viva la revolution" and call the civilians peasants.
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Post Post #7452 (isolation #32) » Mon Oct 06, 2014 9:32 am

Post by wgeurts »

If we are making a setup contest I nominate Bad Cop, Insane Cop.
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Post Post #7476 (isolation #33) » Sun Oct 12, 2014 9:10 am

Post by wgeurts »

Ok, I'm taking a shot again at my zombie setup again.
Divine Madness
1 Mutant Zombie

1 Cult Leader
1 Cult Extremist

1 Deprogrammer
1 Survivor Doctor
1 Surgeon
1 Macho Faction-Cop
9 Vanilla Townies


Win Conditions
Zombies
:
Wins when everyone is infected.

Cult
:
Wins when majority of all players remaining is a member of the cult.

Town
:
Wins when all zombies and cult members are dead.


Role Descriptions
  • Mutant Zombie:

    Visits one person each night, that player becomes infected. An infected player player becomes a zombie after the next night.
    Nothing happens if (s)he visits a member of the cult and cannot be converted to the cult.
  • Zombie:

    Visits one person each night, that player becomes infected. An infected player player becomes a zombie after the next night.
    Dies if (s)he visits a member of the cult and cannot be converted to the cult.
  • Cult Leader:

    Member of the cult that shares a PR with the Cult Founder. (s)he can choose to visit one person and convert them to the cult. If the Cult Leader uses his ability the Cult Extremist can't use his that night.
  • Cult Extremist:

    Member of the cult which shares a PT with the Cult Leader. (s)he can choose to visit one person to night-kill them. If the Cult Extremist uses his ability the Cult Leader can't use his that night.
  • Cultist:

    A member of the cult that has no abilities.
  • Deprogrammer:

    Visits one person each night, if that player is a Cultist he is converted to a Vanilla Townie.
  • Survivor Doctor:

    Visits one person each night. That player looses any infected status and is protected from any night-kills. It the player targeted is a zombie that player dies.
    The Survivor Doctor can be infected but won't convert to a zombie.
  • Surgeon:

    Visits one person each night, that player is protected from night-kills and 1 zombie visiting his target (if there are any) dies. The visited player is also protected from being infected or converted that night however he won't loose any existing infected status.
  • Macho Faction-Cop:

    Visits one person per night and finds out if they are; Zombie/Cult/Town.
    Can't be protected from night-kills.
  • Vanilla Townie:

    No abilities.


Extra NotesEvery day start the mod must say how many zombies are in game at that moment. (Not how many infected.)
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Post Post #7478 (isolation #34) » Sun Oct 12, 2014 6:04 pm

Post by wgeurts »

In post 7477, BBmolla wrote:No.

Any reasons whyever not?
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Post Post #7480 (isolation #35) » Sun Oct 12, 2014 6:44 pm

Post by wgeurts »

This would be a zombie/mafia version.
Divine Madness
1 Night-1-Invincibility Zombie

1 Mafia Survivor Doctor
2 Mafia Goons

1 Survivor Doctor
1 Asceticizer
1 Macho Survivor Faction-Cop
6 Vanilla Townies


Role Descriptions
  • 1-Shot Doctor-Proof Zombie:

    Visits one person each night, that player receives an infected status. Infected player become a zombie after the next night. You survive any effects that would kill you night 1.
  • Survivor Doctor:

    Visits one person each night, that player is prevented from being night-killed or being infected. Any existing infected status is removed and if the visited player is a zombie that player dies.
    Can't turn into a zombie.
  • Asceticizer:

    Visits one person each night, anyone who visits that player that night is role-blocked.
  • Macho Survivor Faction-Cop:

    Visits one person each night to fond out that players alignment. Can't be protected from night-kills and can't turn into a zombie.
  • Goon:

    A mafia member with no abilities.
  • Vanilla Townie:

    A town member with no abilities.

Removed the cult here to balance stuff out, once again at the start of every day the mod must post a zombie count. (Aka how many zombie in game.)
The town wins by killing all mafia, not only the zombies.
Last edited by wgeurts on Mon Oct 13, 2014 2:44 am, edited 4 times in total.
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Post Post #7482 (isolation #36) » Sun Oct 12, 2014 7:03 pm

Post by wgeurts »

In post 7481, ika wrote:no.

your still adding in alignment changing and traitor is to be scum from start, none of the zombie setups are ment for opens. do them in theme/micro

Why is alignment changing such a no-no?
I could see with the cult so I removed them however now the zombie faction would make for a very interesting game. There are 2 doctors and 1 asceticizer which makes it hard for the zombies so they aren't to overpowered.
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Post Post #7487 (isolation #37) » Sun Oct 12, 2014 9:49 pm

Post by wgeurts »

In post 7485, BBmolla wrote:
In post 7482, wgeurts wrote:
In post 7481, ika wrote:no.

your still adding in alignment changing and traitor is to be scum from start, none of the zombie setups are ment for opens. do them in theme/micro

Why is alignment changing such a no-no?
I could see with the cult so I removed them however now the zombie faction would make for a very interesting game. There are 2 doctors and 1 asceticizer which makes it hard for the zombies so they aren't to overpowered.

Imagine you're playing Chess. You're black pieces, he's white pieces. You've managed to completely dominate the enemy and you're about the checkmate the King.

Then the other player turns the board around. You are now white and he's black.

Is that fun

However, how would that happen in this setup?
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Post Post #7489 (isolation #38) » Mon Oct 13, 2014 2:36 am

Post by wgeurts »

In post 7488, Cheery Dog wrote:Town dominates Mafia, the remainder then becomes mostly zombies.

You may have people that can withstand the infection/save infection, but overall it's still a cult game, where everyone is a cult leader with delays.

Any thoughts on how I could balance the town/scum situation?
The people eventualy surviving the zombie plague is the whole point of the setup, however apl these "cult-leaders" don't know who the other zombies are and have no PT together, the zombies will therefore be rather unorganised.
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Post Post #7491 (isolation #39) » Mon Oct 13, 2014 2:47 am

Post by wgeurts »

In post 7490, quadz08 wrote:If the whole point of your setup is "people will change alignments," then it's practically guaranteed to be an unfun setup in practice.

Well, it's not made that Zombie has the only chance of victory. However they are there and therefore people will be converted. To counter this there are roles that block/cure/kill the zombies/infected. It's a setup built around the zombie, not zombie being an extra.
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Post Post #7492 (isolation #40) » Mon Oct 13, 2014 2:49 am

Post by wgeurts »

In post 7490, quadz08 wrote:If the whole point of your setup is "people will change alignments," then it's practically guaranteed to be an unfun setup in practice.

Also, are there games like this that have ever been run?
What were the reactions to this?
Everybody seems to frown on aligment changing however IMO it isn't too bad if there isn't too much of it. If people were to join a game knowing there are alignment changes they should be fine with it.
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Post Post #7494 (isolation #41) » Mon Oct 13, 2014 4:07 am

Post by wgeurts »

In post 7493, OkaPoka wrote:http://forum.mafiascum.net/viewtopic.php?f=83&t=58854


this game had one cult see how it ended

This is exeptional, the zombie can infect someone and that player will only convert after the next night (So if infected Night 1 you'd convert to zombie Day 3.). This also means that doctors have 2 chances to uninfect you (If doc chooses same player as zombie or the night before conversion.).
The more zombies there are the more likely zombies will visit zombies and docs will kill zombies.
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Post Post #7496 (isolation #42) » Mon Oct 13, 2014 4:10 am

Post by wgeurts »

Also, the town wins by killing all the mafia, the zombies therefore will try to stall that as much as they can to stop the town from winning. This would lead to possible read chances.
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Post Post #7497 (isolation #43) » Mon Oct 13, 2014 4:13 am

Post by wgeurts »

In post 7495, OkaPoka wrote:The thing is: a lot of people on this site hate alignment switching.


If you want to run that setup it is going to need a couple disclaimers. It is basically impossible to balance a game with alignment switching due to all the possibilities.

That's why I've tried to balance it as much as you can. If you're going to have a third recruiting faction you shouldn't nerf them beyond win chance.
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Post Post #7499 (isolation #44) » Mon Oct 13, 2014 4:16 am

Post by wgeurts »

In post 7498, OkaPoka wrote:you should just not have a third party recruiting team.

Bleh, once I'm able to mod I may try it on a theme game to see how it runs.
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Post Post #7501 (isolation #45) » Mon Oct 13, 2014 7:14 am

Post by wgeurts »

In post 7500, BBmolla wrote:Let me put it this way, I like wierd shit like Treestump Lyncher and Compulsive Bodygaurd Survivor, but I think cults are unfun and just frustrating.

But there are no cults :neutral:
Look at the zombie role, it's not a cult with another name. The abilities and balance are completely different.
I'm getting the inpression people see zombie recruits (very differently to cult) and are like; "oooh, cult like thing. Rejected."
The zombie is not a cult rapped up in a new shiny coat. The mechanics are completely different, it's like comparing a tracker to a cop and saying their the same.
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Post Post #7503 (isolation #46) » Mon Oct 13, 2014 7:39 am

Post by wgeurts »

Zombie Role Description
Abilities:

  • Visits one person each night, that player is given the infected role modifier. (See Infected Role Modifier.)
  • Ability is blocked if the visited person is being protected by a doctor.
  • If visited by a doctor the zombie dies.
  • If he visits a cult member the zombie dies.
  • Member of the "Zombie" faction (See Zombie Faction.)


Infected Role-Modifier
  • A person with the "infected" role modifier becomes a zombie the 2nd day after being infected.
  • The role-modifier is removed if visited by a doctor.
  • Players aren't informed of being infected.


Zombie Faction
  • Wins if everyone in the game is infected or a zombie.
  • Don't have a Private Topic.
  • Members of the faction don't know the other members. (So if you are converted to a zombie you aren't informed who the other zombies are.)
  • If zombies win the game ends, (as everyone is then infected there is no point in playing on. Unlike the cult they don't need majority; they need all players to be infected or zombie.)
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Post Post #7505 (isolation #47) » Mon Oct 13, 2014 5:07 pm

Post by wgeurts »

In post 7504, BBmolla wrote:Right, so a cult.

A very dis-advantages cult if you're going to label it as cult. :)
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Post Post #7507 (isolation #48) » Mon Oct 13, 2014 6:00 pm

Post by wgeurts »

In post 7506, quadz08 wrote:Still a cult

Whatever floats your boat :)
I'm interested still to see how the zombie works in practice, it would play very differently to the vanilla cult.
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Post Post #7508 (isolation #49) » Tue Oct 14, 2014 7:10 am

Post by wgeurts »

Mutiny Mafia
2 Mafia Goons

Jail-keeper
6 VT's

Mafia Betrayer
Town Betrayer

  • Special Roles:

  • Mafia Betrayer:

    Wins if (s)he and the Town Betrayer consist of half the players remaining. Dies if the Town Betrayer dies. Doesn't win with mafia. Shares PT with Town Betrayer.
  • Town Betrayer:

    Wins if (s)he and the Mafia Betrayer consist of half the players remaining. Dies if the Town Betrayer Dies. Doesn't win with the town. Shares PT with Mafia Betrayer.

Non-Zombie Setup, yay!
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Post Post #7510 (isolation #50) » Tue Oct 14, 2014 8:31 am

Post by wgeurts »

In post 7509, ika wrote:mafia hits the betrayer and and instant lylo

no

Tips to fix this?
Possibly bullet-proof town betrayer?
Or more VT's/PR's?
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Post Post #7511 (isolation #51) » Tue Oct 14, 2014 8:35 am

Post by wgeurts »

Mabye 1 less goon, this would mean that the real goon knows that his partner is a betrayer. However he could 't just claim that as the town would then know he's scum. He would have to try and kill his partner through lynch without it being too obvious.
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Post Post #7520 (isolation #52) » Fri Oct 17, 2014 6:08 am

Post by wgeurts »

I just sorted the whole open setups page on the wiki as it was.... A mess.
For the sake of my sanity please let it never get messed up again.

What I ChangedEverything is now sorted and quick to access. There is now a new area for new setups so the approved setups don't get mixed with the "lesser ones".
Please have a look :D

http://wiki.mafiascum.net/index.php?tit ... pen_Setups
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Post Post #7523 (isolation #53) » Fri Oct 17, 2014 6:54 am

Post by wgeurts »

In post 7522, quadz08 wrote:Large (14+) / Mini (13 or less) / Micro (9 or less) are the three different sizes used, for clarification.

I'll fix that.
Edit: Darn that will take a lot of work. I tries to organise it using exsisting directories so it was somebody elses mistake. I'll do it when I feel motivated.
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Post Post #7525 (isolation #54) » Fri Oct 17, 2014 7:24 am

Post by wgeurts »

In post 7524, quadz08 wrote:Thanks, wgeurts. It's much appreciated. :)

No problems, also as you're a list mod do you have a list of approved open setups?
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Post Post #7527 (isolation #55) » Fri Oct 17, 2014 7:36 am

Post by wgeurts »

In post 7526, quadz08 wrote:You'd want to talk to Llamafluff for that. He'd have the most updated list.

Great, I'll do just that.
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Post Post #7552 (isolation #56) » Sun Oct 19, 2014 7:18 pm

Post by wgeurts »

May I take this down?
Haha, at least you linked it to the right page :)
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Post Post #7554 (isolation #57) » Sun Oct 19, 2014 11:11 pm

Post by wgeurts »

In post 7553, BBmolla wrote:
In post 7552, wgeurts wrote:May I take this down?
Haha, at least you linked it to the right page :)

Okaaaaaay. I guess.

I'ved moved it instead, it's not in open setups but in the other steup category. Long live the poop.
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Post Post #7580 (isolation #58) » Thu Oct 23, 2014 8:26 am

Post by wgeurts »

By killing the scum obviously.
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Post Post #7581 (isolation #59) » Thu Oct 23, 2014 8:27 am

Post by wgeurts »

Ow wait, that would only work if the town was always lynchee and lyncher always scum.
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Post Post #7582 (isolation #60) » Thu Oct 23, 2014 8:42 am

Post by wgeurts »

Anyone able to think of balance issues for this setup:
http://wiki.mafiascum.net/index.php?tit ... Revolution
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Post Post #7584 (isolation #61) » Thu Oct 23, 2014 8:53 am

Post by wgeurts »

It is, it wouldn't pass MS Normalcy however it can be seen as a 1:1:1:10 mafia game with 4 factions.
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Post Post #7585 (isolation #62) » Thu Oct 23, 2014 8:54 am

Post by wgeurts »

Technically if you say there can't be 4 factions then you can't have say Mafia + Werewolves + SK + Town which is possible. You could compare this setup to that.
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Post Post #7587 (isolation #63) » Thu Oct 23, 2014 8:57 am

Post by wgeurts »

In post 7586, quadz08 wrote:It's not mafia because there's no informed minority.

Ah, I see.
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Post Post #7589 (isolation #64) » Thu Oct 23, 2014 9:00 am

Post by wgeurts »

Then this possibly?
http://wiki.mafiascum.net/index.php?title=Anarchy
3:1:12

Also I like the idea of having a no faction kill scum team with those three roles, balance ideas for that?
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Post Post #7595 (isolation #65) » Thu Oct 23, 2014 7:21 pm

Post by wgeurts »

Remove the informing of being poisoned and I think that would be better, scum would otherwise have to always counter claim. For an interesting 13 player variant you could have 2 poison doctors and a tracker with of cause an extra goon.
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Post Post #7596 (isolation #66) » Thu Oct 23, 2014 7:29 pm

Post by wgeurts »

Anarchy
16 player

Mafia Vigilante
Mafia Arsonist
Mafia Poisoner

Bulletproof Doctor
Poisonproof Poison-Doctor
Fireproof Fire Fighter
Tracker
Fruit Vendor
8 VT's


  • Doctor only stops vigilante kills.
  • Poison-Doctor and fire fighter can also stop the kill on the night of the death.
  • Poison kills the night after it is given.
  • Arsonist can set alight all players as many time per game as he wants but can't douse on the same night.
  • Players aren't informed that they are doused/poisoned.
  • Mafia have no faction kill.

Debating wether to make the immunities x-shot.
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Post Post #7598 (isolation #67) » Thu Oct 23, 2014 9:15 pm

Post by wgeurts »

In post 7597, BBmolla wrote:
In post 7595, wgeurts wrote:Remove the informing of being poisoned and I think that would be better, scum would otherwise have to always counter claim. For an interesting 13 player variant you could have 2 poison doctors and a tracker with of cause an extra goon.

Well, no, cause it could be two townies poisoned, it could be a townie poisoned and a mafia fake claiming poisoned, and if they wanted to go really ballsy the mafia could poison themselves and do a crazy gambit.

It basically becomes "Which of the two poisoned do we want to save?"

Which is why it should probably be an antidote vote instead of a poison doctor.

So basically you could call this setup WIFOM Pro :)
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Post Post #7600 (isolation #68) » Fri Oct 24, 2014 12:16 am

Post by wgeurts »

The irony in that title would be that it could actually be like the WIFOM scene with the poison.
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Post Post #7616 (isolation #69) » Fri Oct 24, 2014 7:54 pm

Post by wgeurts »

Llama they all take a kill simultaneously but your comment got me thinking on another setup.
Elements
1 Fire Mafia
1 Water Mafia
1 Earth Mafia

3 Elemental Doctors
1 Tracker
9 VT's


  • Mafia have 2 factional night-kills. If only 1 member remains he then targets 2 targets.
  • An Elemental Doctor protects someone as well as naming one of the three elements. The doctor will only protect kills from that element and is immune to that element that night.
  • Elememts are excluded from the mafia role description when they flip, so only Mafia will be told.
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Post Post #7617 (isolation #70) » Fri Oct 24, 2014 8:02 pm

Post by wgeurts »

Another version could be:
Elements
1 Fire Vigilante
1 Water Vigilante
1 Earth Vigilante

1 Fire Doctor
1 Water Doctor
1 Earth Doctor
1 Macho Tracker
9 VT's


  • The doctors are immune to their element and only protect from their mafia counter-part kills.
  • All mafia take their kill each night.
  • Mafias element is revealed on death

Thoughts?
Last edited by wgeurts on Fri Oct 24, 2014 8:26 pm, edited 1 time in total.
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Post Post #7619 (isolation #71) » Fri Oct 24, 2014 8:04 pm

Post by wgeurts »

This is is large so no one-shots.
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Post Post #7621 (isolation #72) » Fri Oct 24, 2014 8:25 pm

Post by wgeurts »

In post 7620, Riddleton wrote:It's breakable.

How?
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Post Post #7623 (isolation #73) » Fri Oct 24, 2014 8:35 pm

Post by wgeurts »

Ok and thoughts on the first one?
Although it's unlikely to block it is possible.
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Post Post #7626 (isolation #74) » Fri Oct 24, 2014 9:50 pm

Post by wgeurts »

That's why I said element isn't revealed on death.
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Post Post #7628 (isolation #75) » Fri Oct 24, 2014 10:55 pm

Post by wgeurts »

In post 7627, Cheery Dog wrote:
In post 7626, wgeurts wrote:That's why I said element isn't revealed on death.

Your latest edition has an error where that wasn't the case.

Although I think I'd rather see more mislynches for the town, you have the numbers right as no kills blocked won't lose the game with a scum lynch at 5:3.
Although if 2 kills are stopped the game is practically over at 4:3 even with a scum lynch, I guess it would play out if there were at least one correct elemental doctor alive.

I think you should go with a less complex approach first though with multiple macho doctors against multiple mafia kills.
Mmm, true.
I'm interested to see the setup in practice.
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Post Post #7630 (isolation #76) » Sat Oct 25, 2014 8:40 am

Post by wgeurts »

Mmm, mabye I should make the immunity to their own element 1-shot or take it away completely. Thoughts?
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Post Post #7631 (isolation #77) » Sat Oct 25, 2014 8:47 am

Post by wgeurts »

I'm thinking;
Elements
1 Fire Goon
1 Water Goon
1 Earth Goon

3 Element Doctors
1 Tracker
9 VT's


  • Mafia element not revealed on death.
  • Element Doctors choose 1 element to protect from that night.
  • Mafia has two-faction kills, if only one member remains he takes both of them.

Doctor claiming wouldn't work and if only one claimed it wouldn't work either.
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Post Post #7633 (isolation #78) » Sat Oct 25, 2014 8:58 am

Post by wgeurts »

In post 7632, LlamaFluff wrote:
In post 7630, wgeurts wrote:Mmm, mabye I should make the immunity to their own element 1-shot or take it away completely. Thoughts?


I would just take it away. The like the concept of 3x Mafia each with their own kill method + 3x Doctors, one that protects against each kill type. Its a low (but existing) chance of stopping a kill, but also some named townies.

Names townies are underused

Thoughts on my most recent posted version?
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Post Post #7649 (isolation #79) » Sat Oct 25, 2014 8:24 pm

Post by wgeurts »

Ok final revised version:
Elements
1 Fire Goon
1 Water Goon
1 Earth Goon

3 Elemental Doctors
1 Macho Tracker
1 Fruit Vendor
8 VT's


  • Mafia have 2 faction-kills each taken by seperate players. If only one player remains he takes both kills.
  • Elemental Doctors choose an element as well as a target, they only protect from that elements kills.
  • Fruit Vendor targets one player each night and has no effect, however the tracker does see him target another player.
  • If mafia dies they flip "Mafia Goon" not "(Element) Goon"
  • All flavour should be the same for all goons.


This can't be broken here are the different claim scenarios:
  • One doctor claims, the other two protect him. The protecting doctors don't know which elements the mafia still has (unless there are 3) and don't know what the other doctor will pick. 4 out of 9 chance that they choose different elements and then there's still one left unprotected
  • The same applies to the other scenarios.


I added fruit vendor to nerf tracker slightly.
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Post Post #7651 (isolation #80) » Sun Oct 26, 2014 3:01 am

Post by wgeurts »

There's a 26.7% chance of a kill being blocked night 1.
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Post Post #7652 (isolation #81) » Sun Oct 26, 2014 3:03 am

Post by wgeurts »

That's more than the Doctors 6ish% being on his own. Mind you my numbers are based off all doctors together, there's 26.7% of there being a kill blocked in general.
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Post Post #7653 (isolation #82) » Sun Oct 26, 2014 3:06 am

Post by wgeurts »

Removing the fruit vendor is something I would consider.
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Post Post #7656 (isolation #83) » Sun Oct 26, 2014 5:52 am

Post by wgeurts »

You have a point, also my math is based off there being 1 kill blocked. I would have to recalculate for 2 kills.
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Post Post #7657 (isolation #84) » Sun Oct 26, 2014 6:10 am

Post by wgeurts »

My numbers were flawed, there is a 6.6% of a kill being blocked night 1.
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Post Post #7659 (isolation #85) » Sun Oct 26, 2014 6:21 am

Post by wgeurts »

So basically 3 element doctors add up to 1 doctor, meaning I should remove the 2nd night-kill.
Games could last horribly long in that case, I need opinions on the best of these two:
Large Elements
1 Fire Goon
1 Water Goon
1 Earth Goon

3 Elemental Doctors
1 Tracker
8 VT's

1 Elemental Serial Killer



  • Elemental Doctor chooses an element to protect from as well as a target.
  • Mafia have 1 night-kill.
  • Mafia element not revealed on death.
  • Elemental Serial Killer chooses an element as well as a target.



Normal Elemental
1 Fire Goon
1 Water Goon
1 Earth Goon

3 Elemental Doctors
1 Tracker
6 VT's



  • Elemental Doctors choose an element as well as a target.
  • Mafia have 1 night-kill.
  • Mafia element isn't revealed on death.
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Post Post #7666 (isolation #86) » Sun Oct 26, 2014 7:50 am

Post by wgeurts »

In post 7660, Riddleton wrote:normal elementals is still broken to my strategy earlier for 1 goon vs 3 docs.
The docs wouldn't know which element is alive. However what could be a possibility is that with each death of an element mafia the remaining mafia gain the dead guy's element and from then on have to choose between the two.
The last element mafia could then choose between all the elements.
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Post Post #7667 (isolation #87) » Sun Oct 26, 2014 7:59 am

Post by wgeurts »

Final versions, if this provides any more problems I'll give up on the setup:
Elements Large
1 Fire Element Goon
1 Water Element Goon
1 Earth Element Goon

3 Elemental Doctors
1 Tracker
8 VT's

1 Elemental Serial Killer



  • If an element goon dies the other remaining element goons then gain the element of the dead element goon. They from then on must also say which element to use if they take a kill.
  • Elemental doctors must also name one element (Fire, Water or Earth) as well as a target. They will only protect against kills using that element.
  • The elemental serial killer survives one night kill and must say which element he wants to use for a kill.
  • The element of an elemental goon isn't revealed to the town on death.
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Post Post #7675 (isolation #88) » Mon Oct 27, 2014 8:04 am

Post by wgeurts »

Mate, I've already reported you and now I see this.
For info he sent: "Ghandi is a disgrace to humans..so are you." Via pm.
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Post Post #7678 (isolation #89) » Mon Oct 27, 2014 8:07 am

Post by wgeurts »

Tier Shift, it's not only this comment of his. Skim over his posts to see.
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Post Post #7681 (isolation #90) » Mon Oct 27, 2014 8:08 am

Post by wgeurts »

In post 7679, chamber wrote:
In post 7675, wgeurts wrote:Mate, I've already reported you and now I see this.
For info he sent: "Ghandi is a disgrace to humans..so are you." Via pm.


Hes already banned. Alt of an old banned user.

That was quick.
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Post Post #7733 (isolation #91) » Thu Nov 06, 2014 4:58 am

Post by wgeurts »

Thoughts: http://wiki.mafiascum.net/index.php?title=Epidemic

@
LlamaFluff

Would you be able to put my final version of elements mafia on a trial run?
We need more larger setups.
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Post Post #7779 (isolation #92) » Tue Nov 25, 2014 12:29 am

Post by wgeurts »

Nerf it by not revealing the lynched players area and having it randomised pre-game. Also make sure that nobody knows their own position so that everyone is clueless.
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Post Post #7780 (isolation #93) » Tue Nov 25, 2014 12:30 am

Post by wgeurts »

You could then even if you want make a position cop
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Post Post #7782 (isolation #94) » Fri Nov 28, 2014 10:35 am

Post by wgeurts »

Inheritance
Mafia A
Mafia B
Mafia C

Cop
Bodyguard
8 Townies


  • Scum have no private topic or form of contact other than the main thread.
  • Mafia A only knows Mafia B, Mafia B only knows Mafia C and Mafia C only knows Mafia A.
  • Scum don't know which letter they have.
  • At the start the mod randomly choose a letter and makes them the Mastermind.
    • The Mastermind chooses the night-kill and depending on the letter they have one of their partners takes it;
      • If A is Mastermind B takes it, if B is Mastermind C, ect., ect.
      • If only two scum remain the kill is taken by the non-Mastermind.
      • If only one scum remains the Mastermind takes it.

    • The Mastermind also choose one of 4 possible night-actions to take himself; Role-Cop, Frame, Roleblock or No Action.
    • If the Mastermind dies the closest letter up becomes the Mastermind.


Complex in explanation however simple to do, thoughts?
Last edited by wgeurts on Fri Nov 28, 2014 10:51 am, edited 2 times in total.
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Post Post #7785 (isolation #95) » Fri Nov 28, 2014 10:44 am

Post by wgeurts »

In post 7783, Mathdino wrote:Sounds pretty town-sided, especially with the scum nerfs.

The scum have an overpowered role to balance that.
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Post Post #7786 (isolation #96) » Fri Nov 28, 2014 10:46 am

Post by wgeurts »

True on the nieghbouriser, I'll rethink that however the scum know a partner who knows the other partner who knows them, they will also be able to look for alignment tells pretty easily.
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Post Post #7787 (isolation #97) » Fri Nov 28, 2014 10:51 am

Post by wgeurts »

Got rid of neighbouriser and replace jailkeeper with bodyguard.
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Post Post #7788 (isolation #98) » Fri Nov 28, 2014 10:55 am

Post by wgeurts »

How could I balance the town?
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Post Post #7790 (isolation #99) » Fri Nov 28, 2014 11:24 am

Post by wgeurts »

Would it work if all scum knew each other however the letters stayed just to sort out who gets the Mastermind, the contact wouldn't be added however.
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Post Post #7823 (isolation #100) » Sun Jan 04, 2015 4:20 am

Post by wgeurts »

In post 7822, Espeonage wrote:
Neighbours and Neighbours and Neighbours


1x Mafia Neighbourizer
1x Mafia Goon

1x Weak Neighbourizer
1x Masonizor
1x Neighbourizer
2x Miller
2x Vanilla Townies


Mod Notes:

- Day Start
- The Power roles do not know which role they are, just that they can do a neighbourize of some type.


Thoughts?

Would be interesting but really the only usefull ones are the masonsizers. (Also make sure to avoid the neighbour haters as they will mug you with this setup.)
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Post Post #7898 (isolation #101) » Tue Feb 17, 2015 6:27 pm

Post by wgeurts »

You PM'd me, I'll update the page as well, looking back at it the inspector see's alignment. Cult would be cult, jester self-aligned and mafia mafia etc.
The 2/3 lynch mechanic means it takes two thirds of the player rounded down to lynch someone.
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Post Post #7899 (isolation #102) » Wed Feb 18, 2015 9:06 am

Post by wgeurts »

The Open Game for Large Elemental just ended with a town win, I think as a result of this that the Fruit Vendor should be added again. It weakens an otherwise very powerful tracker in certain situations.
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Post Post #7966 (isolation #103) » Wed Mar 25, 2015 1:50 am

Post by wgeurts »

Cornershop

1 Mafia Tailor
1 Mafia Backup-Tailor

1 Cop
1 1-Shot Desperado
5 VT's


  • Tailor makes town show up as "not town" and "not town" show up as "town" on inspection.
  • Mafia have a vengeful kill on first mafia death.
  • Desperado can target someone during the day, if they are mafia the target dies however if they target town they die.
  • Mafia have day-talk.
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Post Post #7970 (isolation #104) » Wed Mar 25, 2015 2:57 am

Post by wgeurts »

I rethought the setup while cycling home:
Game of Frauds

2 Mafia Tailors

1 Cop
1 Deputy
1 Desperado
4 VT's


  • Mafia have a venge-kill if lynched or "desperado'd".
  • Mafia don't have day-talk.
  • Tailor makes a player that would appear "Town" as "Not-Town" or a player that would appear as "Not-Town" as "Town" on inspection.
  • Tailor can't take night kill and "tailor" at the same time, unless one mafia remains.
  • Tailors can target self at the cost of not being able to take a night-kill, even if only one tailor remains.
  • Deputy becomes a cop if the cop dies.
  • Desperado can target a player during the day. If that player is mafia they die and if the target is town the desperado dies.


This setup is now a game about choosing wether to frame people or make themselves appear innocent at the cost of not taking a night-kill. If only one mafia remains he can target himself to look innocent sacrificing the night kill or target another player with the tailor and take the night-kill with the risk of a cop targeting him.
The desperado makes it all better with this paranoia.
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Post Post #7971 (isolation #105) » Wed Mar 25, 2015 3:02 am

Post by wgeurts »

Actually, slight scum nerf.
I rethought the setup while cycling home:
Game of Frauds

1 Mafia Tailor
1 Mafia Backup-Tailor

1 Cop
1 Deputy
1 1-Shot Desperado
4 VT's


  • Mafia have a venge-kill if lynched or "desperado'd".
  • Mafia don't have day-talk.
  • Tailor makes a player that would appear "Town" as "Not-Town" or a player that would appear as "Not-Town" as "Town" on inspection.
  • Tailor can't take night kill and "tailor" at the same time, unless one mafia remains.
  • Tailors can target self at the cost of not being able to take a night-kill. Overrules the "can take both" rule above.
  • Deputy becomes a cop if the cop dies.
  • Desperado can target a player during the day. If that player is mafia they die and if the target is town the desperado dies.
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Post Post #7973 (isolation #106) » Wed Mar 25, 2015 3:10 am

Post by wgeurts »

Explanation for everything:
The desperado means that a vig won't accidentally kill a cop. However the penalty of loosing a town is still there (and he could confirm town with it potentially, if he claims before the shot and dies the people will know that his target is town.)
The deputy allows the cop to survive a little longer, 1-Shot BP would be too weak however.
If one mafia remains he can gamble between framing and killing with the risk of being targeted by or cop or not killing and looking innocent.
The venge-kill can be used to kill a claimed cop if a cop claims guilty on someone, it also makes an otherwise near impossible situation a little more possible to win as scum. If you think it's not that powerful.
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Post Post #7974 (isolation #107) » Wed Mar 25, 2015 3:11 am

Post by wgeurts »

Tailors aren't that bad, it's basically just weakening the cop. It also makes for some fun speculation.
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Post Post #7976 (isolation #108) » Wed Mar 25, 2015 3:19 am

Post by wgeurts »

To shoot, or not to shoot.

2 Mafia Goons

1 Tracker
1 Desperado
5 VT's


  • Mafia have a venge-kill on first mafia death.
  • Mafia have day-talk.


Or

Risk

1 Mafia Roleblocker
1 Mafia Goon

1 Macho Tracker
1 Doctor
1 Desperado
4 VT's


  • Mafia roleblocker can take kill and block if last mafia alive.
Last edited by wgeurts on Wed Mar 25, 2015 3:26 am, edited 2 times in total.
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Post Post #7977 (isolation #109) » Wed Mar 25, 2015 3:23 am

Post by wgeurts »

Would the tailor setup work without vengekill?

Edit: don't like the second setup in the above post actually.
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Post Post #7979 (isolation #110) » Wed Mar 25, 2015 3:28 am

Post by wgeurts »

Possibly I could take away targeting themselves?
This would make the backup pretty vulnerable to cops, and the desperado then comes into play.
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Post Post #7980 (isolation #111) » Wed Mar 25, 2015 3:30 am

Post by wgeurts »

The desperado is basically a 1-shot cop as well if he claims his role before the shot.
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Post Post #7983 (isolation #112) » Thu Mar 26, 2015 7:38 am

Post by wgeurts »

yeah
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Post Post #8024 (isolation #113) » Wed Apr 08, 2015 5:38 am

Post by wgeurts »

(Or ask me to make one)

Edit:
Made one: http://wiki.mafiascum.net/index.php?tit ... corn_Mafia
Just move it if you want the page to be called differently.
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Post Post #8065 (isolation #114) » Sat Apr 18, 2015 9:14 pm

Post by wgeurts »

Paranoia

2 Mafia Goons

1 Town Cop
1 Town Tracker
1 1-Shot Day Desperado
4 Vanilla Townies


  • Pre-Game mafia can either make one of them turn-up innocent on insepction or make one of the town show up guilty on inspection. (Basically a 1-Shot permanent tailor)
  • The mafia have a venge-kill on first mafia lynch.
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Post Post #8067 (isolation #115) » Sat Apr 18, 2015 9:19 pm

Post by wgeurts »

I get that feeling as well however both investigatives have a nerf.
Maybe without the desperado?
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Post Post #8070 (isolation #116) » Sat Apr 18, 2015 10:30 pm

Post by wgeurts »

Tracker could end up revealing the cop, however here's a better change.
Paranoia:

2 Mafia Goons

1 Town Tracker
1 Town Cop
1 Town Death Stalker
4 Vanilla Townies


  • Mafia have a pre-game permanent tailor. (Swap what someone shows up on investigation by cop)
  • Mafia have venge-kill on first mafia lynch.
  • Death Stalker appears to self as Vanilla Townie, they are however always tracked to whoever is NK'ed by the mafia.
  • Death Stalker flips as "Death Stalker".
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Post Post #8072 (isolation #117) » Sun Apr 19, 2015 12:25 am

Post by wgeurts »

Exactly, the PR's aren't sure of themselves until the millers flip. Once a miller flips their results become accurate (besides the godfather situation).
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Post Post #8076 (isolation #118) » Sun Apr 19, 2015 3:46 am

Post by wgeurts »

No, scum win condition is when all town players are dead or nothing can prevent it, having equal votes usually means nothing can prevent it but there are exceptions.
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Post Post #8118 (isolation #119) » Wed May 13, 2015 8:30 am

Post by wgeurts »

Truth and Justice:

Randomly pick five numbers between 1-100 and then convert each number into a letter:
  • 1-50: M
  • 51-68: C
  • 69-76: T
  • 77-100: P

Then convert add roles corresponding to the number of letters:

Mafia:

0 M's - Mafia Tailor + Mafia 2-Shot Roleblocker
M - Mafia Tailor + Mafia 2-Shot Roleblocker
MM - Mafia Framer + Mafia 2-Shot Roleblocker
MMM - Mafia Framer + Mafia 2-Shot Roleblocker
MMMM - Mafia Goon + Mafia 2-Shot Roleblocker
MMMMM - Mafia Goon + Mafia 2-Shot Roleblocker

Cops:

C - 1-Shot Cop
CC - 2-Shot Cop
CCC - Cop
CCCC - Cop + 1-Shot Cop
CCCCC - Cop + 2-Shot Cop

Trackers:

T - 1-Shot Tracker
TT - 2-Shot Tracker
TTT - Tracker
TTTT - Tracker + 1-Shot Tracker
TTTTT - Tracker + 2-Shot Tracker

Protectors:

P - 1-Shot Bodyguard
PP - Bodyguard
PPP - Bodyguard + 1-Shot Jailkeeper
PPPP - Jailkeeper + 1-Shot Bodyguard
PPPPP - Jailkeeper + 1-Shot Jailkeeper

Then add Vanilla Townies until you have 9 players. Mafia faction kill is taken instead of own ability unless there's only one mafia remaining, then they make take both.


Example setups:
21-14-65-76-92 (MMCTP)
Mafia Framer
Mafia 2-Shot Roleblocker

1-Shot Cop
1-Shot Tracker
1-Shot Bodyguard
4 Vanilla Townies


66-100-82-31-10 (CPPMM)
Mafia Framer
Mafia 2-Shot Roleblocker

1-Shot Cop
Bodyguard
5 Vanilla Townies


75-93-15-5-42 (TPMMM)
Mafia Framer
Mafia 2-Shot Roleblocker

1-Shot Tracker
1-Shot Bodyguard


51-57-56-69-73 (CCCTT)
Mafia Tailor
Mafia 2-Shot Roleblocker

Cop
2-Shot Tracker
5 Vanilla Townies
Last edited by wgeurts on Wed May 13, 2015 8:35 pm, edited 1 time in total.
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Post Post #8121 (isolation #120) » Wed May 13, 2015 7:16 pm

Post by wgeurts »

BBmolla, what if I make the roleblocker an Asceticizer?
Makes the chances smaller I guess.

The game also becomes a mountainous effectively once all PR's are neutralised/gone. 2/5 mountainous isn't too bad.
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Post Post #8123 (isolation #121) » Wed May 13, 2015 8:23 pm

Post by wgeurts »

Tailor can't self-target, unless that's not standard. The problem with what you suggested above is that a 1-Shot Bodyguard/Jailkeeper now knows which other role is definetely in play. As there is only 1 option for both of them (PPP/PPPP). I'm trying to make it in a manner that nobody knows wether there are other roles besides themselves, and if so what.
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Post Post #8124 (isolation #122) » Wed May 13, 2015 8:31 pm

Post by wgeurts »

P - 1-Shot Bodyguard + 1-Shot Bodyguard
PP - Bodyguard + 1-Shot Bodyguard
PPP - Bodyguard + 1-Shot Jailkeeper
PPPP - Jailkeeper + 1-Shot Jailkeeper
PPPPP - Jailkeeper + Bodyguard

Would this be better?
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Post Post #8126 (isolation #123) » Wed May 13, 2015 8:44 pm

Post by wgeurts »

True that.
Maybe it's worth scrapping the Bodyguard entirely?
P - 1-Shot Jailkeeper
PP - 2-Shot Jailkeeper
PPP - Jailkeeper
PPPP - Jailkeeper + 1-Shot Jailkeeper
PPPPP - Jailkeeper + 2-Shot Jailkeeper


Alternatively this could be done, is a little less elegant:
P - 2-Shot Bodyguard
PP - Bodyguard
PPP - Jailkeeper
PPPP - Jailkeeper + 2-Shot Bodyguard
PPPPP - Jailkeeper + Bodyguard
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Post Post #8134 (isolation #124) » Wed May 13, 2015 11:55 pm

Post by wgeurts »

@Anen
Tailor is stronger than framer as he can choose to make his partner look innocent for a night.
I also need to mention that the first three letters have to have only 1 PR. Otherwise 4 PR setups can happen.

@Bob
1. The point is, nobody knows that this setup is active. Scum don't know wether there's a PR at all. It's basically a 2v7 mountainous which isn't unbalanced at all. The chances of 5 M's being rolled are 1/32. Unlikely, the chance for 4 M's is 1/16. Also low. It's hard to be scum-sided when most of the scum's actions do nothing. Especially when they have to decide between a roleblock or a frame as killing costs an action. You can get this same situation in C9++. 3 Goons vs 10 VT's I believe.
2. It's only meant to counter the cop, trackers already have the drawback of not knowing wether they targeted town PR or scum.
3. And doctors are too powerful. They can save an investigative, they're fine.
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Post Post #8135 (isolation #125) » Wed May 13, 2015 11:56 pm

Post by wgeurts »

Also town PR has the same bonus of a chocolate townie, they can claim semi-confirming themselves in a mass-claim.
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Post Post #8136 (isolation #126) » Thu May 14, 2015 12:09 am

Post by wgeurts »

Truth and Justice:

Randomly pick five numbers between 1-100 and then convert each number into a letter:
  • 1-50: M
  • 51-68: C
  • 69-86: T
  • 87-100: P

Then convert add roles corresponding to the number of letters:

Mafia:

0 M's - Mafia Tailor + Mafia 2-Shot Roleblocker
M - Mafia Tailor + Mafia 2-Shot Roleblocker
MM - Mafia Framer + Mafia 2-Shot Roleblocker
MMM - Mafia Framer + Mafia 2-Shot Roleblocker
MMMM - Mafia Goon + Mafia 2-Shot Roleblocker
MMMMM - Mafia Goon + Mafia 2-Shot Roleblocker

Cops:

C - 1-Shot Cop
CC - 2-Shot Cop
CCC - Cop
CCCC - Cop + 1-Shot Cop
CCCCC - Cop + 2-Shot Cop

Trackers:

T - 1-Shot Tracker
TT - 2-Shot Tracker
TTT - Tracker
TTTT - Tracker + 1-Shot Tracker
TTTTT - Tracker + 2-Shot Tracker

Protectors:

P - 1-Shot Jailkeeper
PP - Bodyguard
PPP - Bodyguard + 1-Shot Jailkeeper
PPPP - Jailkeeper + 1-Shot Jailkeeper
PPPPP - Jailkeeper + Bodyguard

Then add Vanilla Townies until you have 9 players. Mafia faction kill is taken instead of own ability unless there's only one mafia remaining, then they make take both.


Example setups:
21-14-65-76-92 (MMCTP)
Mafia Framer
Mafia 2-Shot Roleblocker

1-Shot Cop
1-Shot Tracker
1-Shot Jailkeeper
4 Vanilla Townies


66-100-95-31-10 (CPPMM)
Mafia Framer
Mafia 2-Shot Roleblocker

1-Shot Cop
Bodyguard
5 Vanilla Townies


75-93-15-5-42 (TPMMM)
Mafia Framer
Mafia 2-Shot Roleblocker

1-Shot Tracker
1-Shot Jailkeeper


51-57-56-69-73 (CCCTT)
Mafia Tailor
Mafia 2-Shot Roleblocker

Cop
2-Shot Tracker
5 Vanilla Townies


19-57-79-86-95 (MCTTP)
Mafia Tailor
Mafia 2-Shot Roleblocker

1-Shot Cop
2-Shot Tracker
1-Shot Jailkeeper
4 Vanilla Townies
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Post Post #8137 (isolation #127) » Thu May 14, 2015 12:12 am

Post by wgeurts »

Wait maybe changing the mafia to this would balance town a little more:
0 M's - Mafia Tailor + Mafia 2-Shot Roleblocker
M - Mafia Tailor + Mafia 2-Shot Roleblocker + Town Innocent Child
MM - Mafia Framer + Mafia 2-Shot Roleblocker
MMM - Mafia Framer + Mafia 2-Shot Roleblocker + Town Innocent Child
MMMM - Mafia Goon + Mafia 2-Shot Roleblocker
MMMMM - Mafia Goon + Mafia 2-Shot Roleblocker + Town Innocent Child
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Post Post #8138 (isolation #128) » Thu May 14, 2015 12:14 am

Post by wgeurts »

Of cause Innocent Child chooses when to reveal.

21-14-65-76-92 (MMCTP)
Mafia Framer
Mafia 2-Shot Roleblocker

1-Shot Cop
1-Shot Tracker
1-Shot Jailkeeper
4 Vanilla Townies


66-100-95-31-10 (CPPMM)
Mafia Framer
Mafia 2-Shot Roleblocker

1-Shot Cop
Bodyguard
5 Vanilla Townies


75-93-15-5-42 (TPMMM)
Mafia Framer
Mafia 2-Shot Roleblocker

1-Shot Tracker
1-Shot Jailkeeper
Innocent Child
4 Vanilla Townies


51-57-56-69-73 (CCCTT)
Mafia Tailor
Mafia 2-Shot Roleblocker

Cop
2-Shot Tracker
5 Vanilla Townies


19-57-79-86-95 (MCTTP)
Mafia Tailor
Mafia 2-Shot Roleblocker

1-Shot Cop
2-Shot Tracker
1-Shot Jailkeeper
Innocent Child
3 Vanilla Townies
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Post Post #8140 (isolation #129) » Thu May 14, 2015 12:52 am

Post by wgeurts »

Bob, framer/tailor are far from negative utility. They don't even have to use them as the framer can just be used for kills. Rather some ability than none.
As for there being no PR's to mess with, yeah then they've got a roleblocker and a goon in those situations. Roleblocker's just there for that 1 possible PR. It's a mountainous in effect with a very slight deviation, however the chances of it happening are low.
1 SK, 3 Mafia Goons and 9 VT's isn't fun either. And that can happen in C9++. It's in general a flaw fot most semi-open setups. A flaw that will rarely occur.

And if you saw I increased the likelyhoods of JK's appearing, they certainly are a good replacement for the cop. I've also started thinking of adding and IC, if you look above.
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Post Post #8142 (isolation #130) » Thu May 14, 2015 6:37 am

Post by wgeurts »

Hadn't thought of ninja. How about I make the Tailor a JOAT?
2-Shot Ninja and 2-Shot Tailor?
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Post Post #8143 (isolation #131) » Thu May 14, 2015 6:37 am

Post by wgeurts »

Then the framer is a 2-Shot Framer 1-Shot Ninja
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Post Post #8145 (isolation #132) » Thu May 14, 2015 7:32 am

Post by wgeurts »

Hence there's a roleblocker, honestly the same goes for C9++. There are situations where you get Godfather, Roleblocker, Goon, 3 Cops and 7 Vanilla Townies. It's unlikely however that those are ever rolled though.
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Post Post #8147 (isolation #133) » Thu May 14, 2015 8:22 am

Post by wgeurts »

Truth and Justice:

Randomly pick five numbers between 1-100 and then convert each number into a letter:
  • 1-50: M
  • 51-68: C
  • 69-86: T
  • 87-100: P

Then convert add roles corresponding to the number of letters:

Mafia:

0 M's - Mafia JOAT (2-Shot Tailor & 2-Shot Ninja) + Mafia 2-Shot Roleblocker
M - Mafia JOAT (2-Shot Tailor & 2-Shot Ninja) + Mafia 2-Shot Roleblocker
MM - Mafia JOAT (2-Shot Framer & 1-Shot Ninja) + Mafia 2-Shot Roleblocker
MMM - Mafia JOAT (2-Shot Framer & 1-Shot Ninja) + Mafia 2-Shot Roleblocker
MMMM - Mafia Goon + Mafia 2-Shot Roleblocker
MMMMM - Mafia Goon + Mafia 2-Shot Roleblocker

Cops:

C - 1-Shot Cop
CC - 2-Shot Cop
CCC - Cop
CCCC - Cop + 1-Shot Cop
CCCCC - Cop + 2-Shot Cop

Trackers:

T - 1-Shot Tracker
TT - 2-Shot Tracker
TTT - Tracker
TTTT - Tracker + 1-Shot Tracker
TTTTT - Tracker + 2-Shot Tracker

Protectors:

P - 1-Shot Jailkeeper
PP - Bodyguard
PPP - Bodyguard + 1-Shot Jailkeeper
PPPP - Jailkeeper + 1-Shot Jailkeeper
PPPPP - Jailkeeper + Bodyguard

Then add Vanilla Townies until you have 9 players. Mafia faction kill is taken instead of own ability unless there's only one mafia remaining, then they make take both.

This nerfs tracker a little.
What would your verdict on this be?
Math tells me there's a 0.02% chance of TTTTT or CCCCC being rolled.
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Post Post #8149 (isolation #134) » Thu May 14, 2015 6:50 pm

Post by wgeurts »

Really?
I'll swap P and PP around of that's truly the case.
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Post Post #8152 (isolation #135) » Thu May 14, 2015 7:28 pm

Post by wgeurts »

Only alignment is better.
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Post Post #8153 (isolation #136) » Thu May 14, 2015 8:48 pm

Post by wgeurts »

Another small setups I though of.
Small World:

Pick 4 numbers between 1-100 and convert them to numbers as follows:
M: 1-40
T: 41-50
C: 51-60
W: 61-70
D: 71-80
J: 81-90
H: 91-100
If 4 of the same letter is generated (with exception to "M") then turn 1 of the four letters into an "M".

Mafia:

0 M's - Mafia Roleblocker + Mafia JOAT (1-Shot Strongman, 1-Shot Tailor & 1-Shot Ninja)
M - Mafia 2-Shot Roleblocker + Mafia 1-Shot Ascetic
MM - Mafia 2-Shot Roleblocker + Mafia Goon
MMM - Mafia 1-Shot Roleblocker + Mafia Goon
MMMM - 2 Mafia Goons

Trackers:

T - 1-Shot Tracker
TT - Tracker
TTT - Tracker + 1-Shot Tracker

Cops:

C - 1-Shot Cop
CC - Cop
CCC - Cop + 1-Shot Cop

Watchers:

W - 1-Shot Watcher
WW - Watcher
WWW - Watcher + 1-Shot Watcher

Doctors:

D - 1-Shot Doctor
DD - Doctor
DDD - Doctor + 1-Shot Doctors

Jailkeepers:

J - 1-Shot Jailkeeper
JJ - Jailkeeper
JJJ - Jailkeeper + 1-Shot Jailkeeper

Hiders:

H - 1-Shot Hider
HH - Hider
HHH - Hider + 1-Shot Hider

Then add VT's until you've got 9 roles.


Example setups:
66-60-40-90 (WWMJ)
Mafia 2-Shot Roleblocker
Mafia 1-Shot Ascetic

Watcher
1-Shot Jailkeeper
5 VT's


67-22-48-91 (WMTH)
Mafia 2-Shot Roleblocker
Mafia 1-Shot Ascetic

1-Shot Watcher
1-Shot Tracker
1-Shot Hider
4 VT's


34-75-7-76 (MDMD)
Mafia 2-Shot Roleblocker
Mafia Goon

Doctor
6 VT's


54-72-50-60 (CDTC)
Mafia Roleblocker
Mafia JOAT (Strongman/Tailor/Ninja)

Cop
1-Shot Doctor
1-Shot Tracker
4 VT's
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Post Post #8258 (isolation #137) » Sun Jun 21, 2015 6:58 pm

Post by wgeurts »

@Flubber, Isn't a group faction that wins when they are all lynched called mimes?
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Post Post #8373 (isolation #138) » Wed Sep 02, 2015 8:12 am

Post by wgeurts »

They can cause apathy which is definitely helpful for scum.
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Post Post #8394 (isolation #139) » Sat Sep 19, 2015 3:43 am

Post by wgeurts »

Who goes there?

1 Mafia Asceticiser
1 Mafia Backup-Asceticiser
1 Mafia Goon

2 Motion Detectors
1 Jail-Keeper
7 Vanilla Townies
Last edited by wgeurts on Sat Sep 19, 2015 8:10 pm, edited 2 times in total.
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Post Post #8395 (isolation #140) » Sat Sep 19, 2015 3:52 am

Post by wgeurts »

Thoughts?
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Post Post #8399 (isolation #141) » Sat Sep 19, 2015 7:14 pm

Post by wgeurts »

Motion detectors do actually give information, however as they are less powerful than trackers/watchers I put two in the setup. If the MD's target somebody (especially when some of the scum are dead) and they get a negative result it's likely who you're targeting is a VT. Basically if a player thinks about why they got their result the further the game goes on the more they can piece things together. Further more they are named townies which are always useful around lylo.
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Post Post #8401 (isolation #142) » Sat Sep 19, 2015 8:10 pm

Post by wgeurts »

Who goes there?

1 Mafia Ascetic
1 Mafia Backup-Ascetic
1 Mafia Jail-Keeper

2 Motion Detectors
1 Jail-Keeper
7 Vanilla Townies

So this?
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i agree we should have a rule against wgeurts
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let's have 2 rules against wgeurts
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Post Post #8402 (isolation #143) » Sat Sep 19, 2015 8:12 pm

Post by wgeurts »

I feel like having the Mafia Goon is less WIFOM'y for the MD's. But if that's too town-sided is the question. And if we're changing the goon why not a roleblocker?

Perhaps a town ascetic?
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Post Post #8403 (isolation #144) » Sat Sep 19, 2015 8:29 pm

Post by wgeurts »

Also been thinking about this:
Let's play a game...

1 Mafia Ascetic
1 Mafia Roleblocker
1 Mafia Goon

1 Watcher
1 Tracker
1 Jail-Keeper
1 Ascetic
6 Vanilla Townies


  • Mafia have day-talk.
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Post Post #8405 (isolation #145) » Sat Sep 19, 2015 11:26 pm

Post by wgeurts »

Mmm, true
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i agree we should have a rule against wgeurts
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let's have 2 rules against wgeurts
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Post Post #8412 (isolation #146) » Fri Sep 25, 2015 8:15 pm

Post by wgeurts »

This Dance of Ours

This setup is a semi-open setup. 7 numbers are randomly chosen between 1 and 100, then they are converted into letters as follows:
M - 1-50
I - 51-75
J - 76-100
The moderator then has to count how many of each letter there is and adds power roles accordingly. Finally Vanilla Townies are added to the setup until there are 13 roles.

Scum Roles:

0 M's - Mafia Ascetic + Mafia Watcher + Mafia Jailkeeper, Serial Killer (1-Shot Bulletproof or Ascetic)
M - Mafia Ascetic + Mafia Watcher + Mafia Jailkeeper
MM - Mafia Ascetic + Mafia Watcher + Mafia Goon, Serial Killer (1-Shot Bulletproof or Ascetic)
MMM - Mafia Ascetic + Mafia Watcher + Mafia Goon
MMMM - Mafia Rolestopper + 2 Mafia Goons, Serial Killer (1-Shot Bulletproof or Ascetic)
MMMMM - Mafia Rolestopper + 2 Mafia Goons
MMMMMM - Mafia Rolestopper + Mafia Goon, Serial Killer (1-Shot Bulletproof or Ascetic)
MMMMMMM - Mafia Rolestopper + Mafia Goon

Investigative Roles:

I - Motion Detector
II - 2-Shot Tracker
III - Watcher + Motion Detector
IIII - Watcher + 2-Shot Tracker
IIIII - Watcher + Tracker
IIIIII - Watcher + Tracker + Motion Detector

Protective Roles:

P - 1-Shot Jailkeeper
PP - 2-Shot Jailkeeper
PPP - Jailkeeper
PPPP - Jailkeeper + 1-Shot Jailkeeper
PPPPP - Jailkeeper + 2-Shot Jailkeeper
PPPPPP - 2 Jailkeepers

Example Setups:
PPPIIII
Mafia Ascetic
Mafia Watcher
Mafia Jailkeeper

Jailkeeper
Watcher
2-Shot Tracker
6 Vanilla Townies

Serial Killer (1-Shot BP or Ascetic)


IIIIIIM
Mafia Ascetic
Mafia Watcher
Mafia Jailkeeper

Watcher
Tracker
Motion Detector
7 Vanilla Townies


IIIIPMM
Mafia Ascetic
Mafia Watcher
Mafia Goon

Watcher
2-Shot Tracker
1-Shot Jailkeeper
6 Vanilla Townies

Serial Killer


JJJJMMM
Mafia Ascetic
Mafia Watcher
Mafia Goon

Jailkeeper
1-Shot Jailkeeper
8 Vanilla Townies


IIPMMMM
Mafia Rolestopper
2 Mafia Goons

1-Shot Jailkeeper
2-Shot Tracker
7 Vanilla Townies

Serial Killer


IPMMMMM
Mafia Rolestopper
2 Mafia Goons

1-Shot Jailkeeper
Motion Detector
8 Vanilla Townies


IMMMMMMM
Mafia Rolestopper
Mafia Goon

Motion Detector
8 Vanilla Townies

Serial Killer


Mafia Rolestopper
Mafia Goon

11 Vanilla Townies
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i agree we should have a rule against wgeurts
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"
let's have 2 rules against wgeurts
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Post Post #8416 (isolation #147) » Fri Sep 25, 2015 10:19 pm

Post by wgeurts »

Jailkeepers could also block the kill so it's not certain the Sk blocked it.
also quoting my post messes posts up.
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Post Post #8421 (isolation #148) » Tue Oct 06, 2015 8:09 pm

Post by wgeurts »

Don't know about balance but it seems the bodyguards may as well claim day 1 to minimise chain deaths.
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Post Post #8423 (isolation #149) » Tue Oct 06, 2015 8:18 pm

Post by wgeurts »

Ah, I misunderstood it.
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Post Post #8437 (isolation #150) » Sun Oct 18, 2015 5:32 am

Post by wgeurts »

Whodunnit:

Mafia Ascetic
Mafia Tracker
Mafia Goon

Jailkeeper
Fruit-Vendor
Ascetic
7 Vanilla Townies


  • Daystart
  • Ascetics can block fruit-vendor.
  • Players are notified their action was blocked if it was.


Proceed with caution:

Mafia Ascetic
Mafia Goon

Hider
Universal Backup
Ascetic
4 Vanilla Townies


  • Daystart.
  • Universal Backup can inherit the town Ascetic.
  • Mafia get a vengekill on the first death of one of their faction.

Having some ideas with ascetics. I'm thinling the tracker may be to strong in the first one and the second setup would be a mindfudge for the players. Imagine the claiming strategies!
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i agree we should have a rule against wgeurts
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let's have 2 rules against wgeurts
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Post Post #8441 (isolation #151) » Mon Oct 19, 2015 7:25 pm

Post by wgeurts »

That's the intention with the first setup, it's a weird vengeful like spin-off.

As with the second, the fruit-vendor is an effective ascetic-cop which with flips may prove useful. If the jailkeeper targets an ascetic he does get blocked and notified yes.
Maybe the ascetic's in Proceed with caution should be made into commuters?
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i agree we should have a rule against wgeurts
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let's have 2 rules against wgeurts
" -
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Post Post #8582 (isolation #152) » Sun Feb 28, 2016 9:57 am

Post by wgeurts »

Spoiler:
In post 7476, wgeurts wrote:Ok, I'm taking a shot again at my zombie setup again.
Divine Madness
1 Mutant Zombie

1 Cult Leader
1 Cult Extremist

1 Deprogrammer
1 Survivor Doctor
1 Surgeon
1 Macho Faction-Cop
9 Vanilla Townies


Win Conditions
Zombies
:
Wins when everyone is infected.

Cult
:
Wins when majority of all players remaining is a member of the cult.

Town
:
Wins when all zombies and cult members are dead.


Role Descriptions
  • Mutant Zombie:

    Visits one person each night, that player becomes infected. An infected player player becomes a zombie after the next night.
    Nothing happens if (s)he visits a member of the cult and cannot be converted to the cult.
  • Zombie:

    Visits one person each night, that player becomes infected. An infected player player becomes a zombie after the next night.
    Dies if (s)he visits a member of the cult and cannot be converted to the cult.
  • Cult Leader:

    Member of the cult that shares a PR with the Cult Founder. (s)he can choose to visit one person and convert them to the cult. If the Cult Leader uses his ability the Cult Extremist can't use his that night.
  • Cult Extremist:

    Member of the cult which shares a PT with the Cult Leader. (s)he can choose to visit one person to night-kill them. If the Cult Extremist uses his ability the Cult Leader can't use his that night.
  • Cultist:

    A member of the cult that has no abilities.
  • Deprogrammer:

    Visits one person each night, if that player is a Cultist he is converted to a Vanilla Townie.
  • Survivor Doctor:

    Visits one person each night. That player looses any infected status and is protected from any night-kills. It the player targeted is a zombie that player dies.
    The Survivor Doctor can be infected but won't convert to a zombie.
  • Surgeon:

    Visits one person each night, that player is protected from night-kills and 1 zombie visiting his target (if there are any) dies. The visited player is also protected from being infected or converted that night however he won't loose any existing infected status.
  • Macho Faction-Cop:

    Visits one person per night and finds out if they are; Zombie/Cult/Town.
    Can't be protected from night-kills.
  • Vanilla Townie:

    No abilities.


Extra NotesEvery day start the mod must say how many zombies are in game at that moment. (Not how many infected.)

I must have been insane a year ago, look at this setup!
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i agree we should have a rule against wgeurts
" -
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let's have 2 rules against wgeurts
" -
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Post Post #8590 (isolation #153) » Fri Mar 04, 2016 3:58 am

Post by wgeurts »

Land of the Rising Sun:

Mafia Watcher
Mafia Ascetic
Mafia Goon

Town Ninja Tracker
Town Roleblocker
Town Vanilla-Cop
7 Vanilla Townies


  • This setup uses a Daystart.
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i agree we should have a rule against wgeurts
" -
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"
let's have 2 rules against wgeurts
" -
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Post Post #8591 (isolation #154) » Fri Mar 04, 2016 4:03 am

Post by wgeurts »

Whodunnit?

Mafia Jailkeeper
Mafia Jailkeeper-Backup
Mafia Goon

Bulletproof Serial Killer

Town Doctor
Town Tracker
Town 1-Shot Vigilante
9 Vanilla Townies


  • This setup uses a Daystart.
"
i agree we should have a rule against wgeurts
" -
Davsto

"
let's have 2 rules against wgeurts
" -
DeathRowKitty

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