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Like, I understand Radiant's position, but part of the setup kinda revolves around the vig being able to shoot N1; if the vig couldn't shoot N1, either town would need to be weakened or scum strengthened imo.
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Hosting: The Grand Neighborhood [Ongoing]
Number of Players: 11
Backup Mod: To be determined, but I definitely am getting one.
Setup: 8 Town, 2 Mafia, 1 Mafia Traitor
Public Info:
1. Setup is guaranteed to have at least 8 town and only 1 scum faction.
Role List:
1.
Town Watcher
2.
Town 3-Shot Doctor
(Protects from one kill attempt)
3.
Town 2-Shot Vigilante
4.
Town Vanilla
5.
Town Vanilla
6.
Town Vanilla
7.
Town Vanilla
8.
Town Vanilla
9.
Mafia Encryptor
10.
Mafia Goon
11.
Mafia Traitor N3 Roleblocker
Setup Notes:
1. I want to keep the mafia traitor, and the player size at 11. I would prefer to keep the town vigilante (and allow it to fire N1) as well, but I can ditch it if it prevents this setup from passing.
2. While town can technically lose with just two mislynches, I think this is mitigated by a full (!) Watcher as well as a 3-shot doctor. (Plus maybe the vig won't shoot N1 in a 11p game.... but I'm not counting on that)
3. The Mafia N2 roleblocker is more so to keep town from having a strong positive feedback loop if scum get lynched D1.
4. The town vigilante (in most people's hands) is more likely to cause harm than good N1 in this setup; I count it as somewhat negative utility as a result.
5. I could change the Watcher to a Jack-of-all-Trades (Watch, Cop, Neopolitan) if you think full watcher is too strong.
6. If I strengthen scum (with the vigilante in the setup), then it will be the traitor. (N2+ Roleblocker would work there if necessary.)
7. I'm half tempted to make the Vigilante 1-Shot Compulsive but that probably isn't good for balance.
- You are aware that X and Y are part of the mafia, but you cannot communicate directly with them, and you cannot perform the mafia night kill. They know a traitor exists bu not your identity; if they shoot you, you will die.
Number of Players: 11
Backup Mod: To be determined, but I definitely am getting one.
Setup: 8 Town, 2 Mafia, 1 Mafia Traitor
Public Info:
1. Setup is guaranteed to have at least 8 town and only 1 scum faction.
Role List:
1.
Town Watcher
2.
Town 3-Shot Doctor
(Protects from one kill attempt)
3.
Town 2-Shot Vigilante
4.
Town Vanilla
5.
Town Vanilla
6.
Town Vanilla
7.
Town Vanilla
8.
Town Vanilla
9.
Mafia Encryptor
10.
Mafia Goon
11.
Mafia Traitor N3 Roleblocker
Setup Notes:
1. I want to keep the mafia traitor, and the player size at 11. I would prefer to keep the town vigilante (and allow it to fire N1) as well, but I can ditch it if it prevents this setup from passing.
2. While town can technically lose with just two mislynches, I think this is mitigated by a full (!) Watcher as well as a 3-shot doctor. (Plus maybe the vig won't shoot N1 in a 11p game.... but I'm not counting on that)
3. The Mafia N2 roleblocker is more so to keep town from having a strong positive feedback loop if scum get lynched D1.
4. The town vigilante (in most people's hands) is more likely to cause harm than good N1 in this setup; I count it as somewhat negative utility as a result.
5. I could change the Watcher to a Jack-of-all-Trades (Watch, Cop, Neopolitan) if you think full watcher is too strong.
6. If I strengthen scum (with the vigilante in the setup), then it will be the traitor. (N2+ Roleblocker would work there if necessary.)
7. I'm half tempted to make the Vigilante 1-Shot Compulsive but that probably isn't good for balance.
- You are aware that X and Y are part of the mafia, but you cannot communicate directly with them, and you cannot perform the mafia night kill. They know a traitor exists bu not your identity; if they shoot you, you will die.