Open 568: Wolf Gang City (C18++ – YEP SHE'S SINGIN')


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Post Post #1125 (ISO) » Wed Oct 29, 2014 6:49 am

Post by Bicephalous Bob »

In post 1123, Kaiveran wrote:Don't like the fact that the presence of a 1-Shot Guardian confirms an entire cadre of protective roles. This is a pretty big con to me, because it ruins the whole unpredictability aspect if it happens.

the open setup discussion people are currently discussing my nine-player (and hopefully actually balanced) version of C9++

there we solved it by adding a doctor to one of the weak T rolls without decreasing scum power

if that sounds vague, you should probably just check out the thread
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Post Post #1126 (ISO) » Wed Oct 29, 2014 6:50 am

Post by Honey bee »

I think roleblocking/jailkeeping should only affect their related faction (in other words, someone faking a seer could be jailkept without being confirmed scum.)

I would suggest 4 d to be 1 jail 2 doc and 5 d to be 2 jail 1 doc but idk if that is more balanced or not.
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Post Post #1127 (ISO) » Wed Oct 29, 2014 6:53 am

Post by Bicephalous Bob »

2 jailkeepers is bad because of cross-blocking and weird implications on protection and stuff

with rb vs jk you can at least say rb takes precedence
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Post Post #1128 (ISO) » Wed Oct 29, 2014 6:58 am

Post by Kaiveran »

In post 1125, Bicephalous Bob wrote:
the open setup discussion people are currently discussing my nine-player (and hopefully actually balanced) version of C9++

there we solved it by adding a doctor to one of the weak T rolls without decreasing scum power

if that sounds vague, you should probably just check out the thread


I saw that setup and it looks pretty cool

not sure what that has to do with my issue whatsoever though.
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Post Post #1129 (ISO) » Wed Oct 29, 2014 7:01 am

Post by Bicephalous Bob »

you could add a 1-shot doc to one of the T rolls so the 1-shot doc isn't sure what setup he's in
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Post Post #1130 (ISO) » Wed Oct 29, 2014 7:24 am

Post by Kaiveran »

In post 1129, Bicephalous Bob wrote:you could add a 1-shot doc to one of the T rolls so the 1-shot doc isn't sure what setup he's in


Ooohhh I see

So maybe add 1-Shot Doc/Guard to least powerful town rolls on each side so that it's never mountainous?

Of course it's then a coin flip between being near-mountainous and having the no-kill brigade, but I feel like in most games that reveal won't come too soon?

The silver lining of that will be, of course, that the scum will also know for sure that JK/Doc aren't safe to claim.
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Post Post #1131 (ISO) » Wed Oct 29, 2014 7:26 am

Post by Kaiveran »

or Wizard/Guard
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Post Post #1132 (ISO) » Fri Oct 31, 2014 8:08 pm

Post by Kaiveran »

Post-Halloween bump! Be sure to add your thoughts when your hangover/food coma/insulin shot is done.
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Post Post #1133 (ISO) » Sat Nov 01, 2014 12:58 am

Post by Bicephalous Bob »

1130 is good
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Post Post #1134 (ISO) » Sat Nov 01, 2014 11:22 am

Post by Josh_B »

Yea. 1130.
If there are multiple letters chosen for town, there should be increasing combo roles.
Stacking the same role on top of the same role is bogus. Especially with the Doc thing.

D= 1/2 doctor
DD= full doctor
DDD= 50/50 full/half with random 1/2 role.

you know, some combination. I'm kind of thinking that Town PR (some town PR's) should have a negative impact on both factions.
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Post Post #1135 (ISO) » Sat Nov 01, 2014 1:43 pm

Post by Kaiveran »

In post 1134, Josh_B wrote:Yea. 1130.
If there are multiple letters chosen for town, there should be increasing combo roles.
Stacking the same role on top of the same role is bogus. Especially with the Doc thing.

D= 1/2 doctor
DD= full doctor
DDD= 50/50 full/half with random 1/2 role.

you know, some combination. I'm kind of thinking that Town PR (some town PR's) should have a negative impact on both factions.


The rules already state that players cannot be rolled two copies of the same role, so this isn't a problem.
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Post Post #1136 (ISO) » Sat Nov 01, 2014 2:46 pm

Post by Josh_B »

I'm a little confused, Are you saying that there can't be a cop and a seer in the same game?
because
the wiki wrote:
C Roles
C = 1-Shot Seer
CC = Seer
CCC = Seer, 1-Shot Seer
CCCC = 2 Seers
CCCCC = 2 Seers, 1-Shot Seer
CCCCCC = 3 Seers


I'm not sure if my phrasing is off, but I'm calling both seer's and cops as "half-cops"
The presence of a 1x seer indicates that there are odd number of C's

I'm saying that if you get to the point of 3-4 C's, the Wolfs are at the level of getting a completely investigative immune roll. Which is true for all town roles.

I'm trying suggest that by the time it gets up to 3 C's, the additional PR should be a different role. Maybe seers at this level get a 1x bodyguard or something.

-actually I'm probably making this too complicated. But I don't see how having 2 1x sameroles would be any different than having 2 full sameroles. But I think it would be better than having 3 doctors like it was mentioned earlier.

I hope I'm making sense. I'm just thinking that 2 Alignment Investigators and a 1 shot AI is going to be overpowered in a setup where the wolf picks stealth. I'm also not sure how likely it is to get to that level for what I'm saying to even matter.
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Post Post #1137 (ISO) » Sat Jan 31, 2015 5:42 pm

Post by LlamaFluff »

done
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