[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #387 (isolation #0) » Mon Feb 23, 2009 5:45 pm

Post by iamausername »

shaft.ed wrote:
Alduskkel wrote:
Alduskkel wrote:
Alduskkel wrote:How about this?
2 Mafia Goons
1 Even Night Cop
1 Odd Night Doctor
5 Vanilla Townies
Day Start
This setup needs a name.

Also, is it balanced?
Alternating C9
AC9/DC9.
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Post Post #715 (isolation #1) » Sat Apr 18, 2009 3:17 am

Post by iamausername »

Empking wrote:
It doesn't make any difference
-- either way the V. has to choose between two identical groups with no informational or motivational difference between them.
Yes, the town is punished for poor play. Why is that bad?
There would be no difference between poor play and good play on the townie's part, because the two groups he has to choose between are functionally identical. Nothing he does will possibly increase his odds of choosing correctly above 50%.
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Post Post #717 (isolation #2) » Sat Apr 18, 2009 3:26 am

Post by iamausername »

The mafia know that one of the other three is the townie, and the other two are masons, but not which is which. The masons know that one of the other three is the townie, and the other two are mafia, but not which is which. What's the difference?
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Post Post #798 (isolation #3) » Tue May 05, 2009 11:44 am

Post by iamausername »

charter wrote:Doc should claim day two before cop gives results. Scum may or may not counter.
Scum should definitely counter. If the cop investigated the one remaining townie, it's their only hope.
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Post Post #800 (isolation #4) » Tue May 05, 2009 11:51 am

Post by iamausername »

Xylthixlm wrote:Let's make the cop one-shot only on even nights, and the doc one-shot only on odd nights, and make it so the doc can't protect the cop, and give the scum a roleblocker.
And a one-shot odd night deputy and a one-shot even night nurse. And make the scum werewolves 50% of the time.
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Post Post #985 (isolation #5) » Fri Oct 23, 2009 4:09 pm

Post by iamausername »

Empking wrote:1 Ninja
1 Goon

1 Watcher
1 Tracker
3 Townies
Depends far too much on whether the Ninja is lynched D1. If that happens, it's almost auto town win. If not, it's almost a 5:2 vanilla game.

How about:

1 Track-immune Mafia
1 Watch-immune Mafia
1 Tracker
1 Watcher
3 Townies
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Post Post #1179 (isolation #6) » Fri Jan 01, 2010 10:14 pm

Post by iamausername »

animorpherv1 wrote:
LYLO mafia

2 Vanilla Townies
1 Mafia Goon

- Day start
make it a night start
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Post Post #1616 (isolation #7) » Thu Aug 05, 2010 1:48 pm

Post by iamausername »

The Fonz wrote:
Mr. Flay wrote:Sorry, I meant swingy in that if you play it several times, the way the roles interact/survive is going to vastly change the balance each time. Which is the case for C9/F11/any number of other setups too, just it's not necessarily obvious in this one. I would think that it's actually swingier from the Mafia's side - if they hit the Cop N1, they're in extremely good position.
Isn't that true of ANY 12p setup with a cop?
2 Mafia Goons
10 Sane Cops

Scum can hit a cop N1 pretty easily in that setup, but they still won't be in a good position. :P
Elapsam semel occasionem non ipse potest Iuppiter reprehendere

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