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Post #715 (isolation #1) » Sat Apr 18, 2009 3:17 am
Postby 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 #717 (isolation #2) » Sat Apr 18, 2009 3:26 am
Postby 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 #800 (isolation #4) » Tue May 05, 2009 11:51 am
Postby 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 #1616 (isolation #7) » Thu Aug 05, 2010 1:48 pm
Postby 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.
Elapsam semel occasionem non ipse potest Iuppiter reprehendere