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This forum is for discussion of individual Open Setups, including theoretical balance.
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Beefster
Beefster
Mafia Scum
Beefster
Mafia Scum
Mafia Scum
Posts: 2117
Joined: March 21, 2010
Location: Colorado
Post
Post #1394 (isolation #0) » Wed May 05, 2010 12:46 pm
Postby Beefster »
New idea?
Psychic Mafia
2 Telepathic Mafia Goons (day talk and night talk)
2 Telepathic Twins (Freemasons that can day talk and night talk)
1 Lie Detector
1 Vision Injector (flavored Friendly Neighbor)
6 Vanilla Townies
---Day Start---
That should work, but it might need an extra goon for balance.
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Post #1404 (isolation #1) » Tue May 18, 2010 1:55 pm
Postby Beefster »
Elscouta wrote:
Beefster wrote:New idea?
Psychic Mafia
2 Telepathic Mafia Goons (day talk and night talk)
2 Telepathic Twins (Freemasons that can day talk and night talk)
1 Lie Detector
1 Vision Injector (flavored Friendly Neighbor)
6 Vanilla Townies
---Day Start---
That should work, but it might need an extra goon for balance.
If this is open, all players would start the game saying "I'm town", making the lie detector a cop.
Scum could fakeclaim lie detector, thus nullifying that. Which one do you believe?
Or put a restriction on it so that you can't lie detect on claims. That would make things more interesting anyway.
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Post #1409 (isolation #2) » Wed Jun 02, 2010 9:52 am
Postby Beefster »
Yeah. A cop head start would probably help.
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Post #1491 (isolation #3) » Mon Jul 19, 2010 5:09 pm
Postby Beefster »
Rival Detective Mafia
1 Mafia Godfather
1 Mafia Goon
1 Mafia Roleblocker
2 Miller Cops
1 Doctor
6 Vanilla Townies
+ Cop Headstart for balance.
The cops do not know each other and have independent investigations. Since they are rivals, if they check the other's house, they will return guilty results.
Psych Mafia
Based on the TV show...
2 NK-immune Serial Killers
Shawn (Sane Cop with post restriction)
Gus (Doctor)
Lassiter (Crazy Cop)
Jules (Sane deputy to Lassiter)
Shawn's Dad (Retired/One-shot Cop)
1 Pineapple salesman (named VT)
4 Vanilla Townies
Cop Headstart?
Shawn must post nonsense. Shawn and Gus know each other and Shawn can whisper one message to Gus during each day. Gus's job is to "translate" the gibberish.
Lassiter will get wrong results if he picks the same target as Shawn, but gets correct results if he picks a different target.
The SKs might try to act like Shawn or Gus.
Then again, this might be better for a bastard theme game...
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Remove the RB and the Doctor and I think the game is balanced (ie. 3 Mafia (1 Inv. Immune), 2 Miller Cops, 7 Town)
Might as well make it into an experimental 13 player setup without the doctor. ie. have 8 Townies instead of 7.
@Deuce Mafia: add in sanities for the cops and doctors, make one of the roleblockers town-aligned, and make the vigilantes one-shot or replace them with named vanilla townies.
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Post #1530 (isolation #5) » Thu Jul 22, 2010 4:55 pm
Postby Beefster »
The above idea inspires me...
3:9 should be pretty balanced. The mafia doesn't have a reliable kill every night, and if the town lynches a kill-enabled mafioso, they get more time to work with.
On the other hand, it might be important to limit the number of investigators in play. If every townie gets investigation, it could shift heavily in the Town's favor.
Peek should be pretty useful when trying to lynch mafiosos with kills.
On hiatus indefinitely. This was a nice distraction when I was working through my faith transition out of Mormonism, but I need to move on to bigger and better things now. Get to know a meat boy
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Post #1531 (isolation #6) » Fri Jul 23, 2010 11:44 am
Postby Beefster »
Rethinking, 3:8 might be better. The mafia gets at most 3 kills- so assuming a mislynch the first two days and a kill every night, that leaves you at Day 3, 3:4, with 1 kill left. If the town lynches the last kill-enabled member, it actually buys 2 more days because there are no more NKs left.
On hiatus indefinitely. This was a nice distraction when I was working through my faith transition out of Mormonism, but I need to move on to bigger and better things now. Get to know a meat boy
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Post #1535 (isolation #7) » Sun Jul 25, 2010 6:02 pm
Postby Beefster »
Seems pretty reasonable to me.
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Post #1551 (isolation #8) » Mon Jul 26, 2010 12:05 pm
Postby Beefster »
I am determined to get one of my own setups approved!
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Post #1553 (isolation #9) » Tue Jul 27, 2010 2:00 pm
Postby Beefster »
I like it.
/nominate Rival Vig Mafia
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Post #1564 (isolation #10) » Wed Jul 28, 2010 5:47 pm
Postby Beefster »
-You're gonna need around 40 players to make it work right. There's a lot of acting mafia.
-Drop the Hard Hitting Safety. It's a bit OP.
-The QB is OP. You should probably only have 2-3 QB protectors. The rest of the Offensive Line should be 100% vanilla.
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Post #1565 (isolation #11) » Wed Jul 28, 2010 6:15 pm
Postby Beefster »
I kinda like the Fruit Vendor Mafia.
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Post #1568 (isolation #12) » Thu Jul 29, 2010 5:13 am
Postby Beefster »
I'd probably drop the defensive end for a 20 player game. You could probably put him in with 22+ players. Online mafia tends to favor the mafia because there are no faces and gut feelings don't work for the most part.
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Post #1646 (isolation #13) » Fri Aug 13, 2010 10:55 am
Postby Beefster »
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Post #1649 (isolation #14) » Fri Aug 13, 2010 12:25 pm
Postby Beefster »
The PR's don't know anything about their roles except that they have one of those 3. Their night action would be something generic, like "/target Nobody Special"
They would have to figure out their role indirectly by first figuring out who their friend is, then looking for hints on their role. If the roles knew who their friends were, you would basically have 3 masonries which would probably ruin the balance.
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Post #1654 (isolation #15) » Fri Aug 13, 2010 4:19 pm
Postby Beefster »
drmy: You need powerless townies or else you have a huge mess of useless information. And scrap the scum PGO. Scrap the whole setup really. It doesn't work.
And for my Amnesia Mafia, my original idea was to have a cop instead of a roleblocker. It never really occurred to me to send the results to the friend. That way, you could make the setup semi-open and even more ridiculous. Something like...
And the point of the friends knowing the PR is to give SOME clue to what power role they wield and to receive investigative results.
Then the problem comes in when the friend of a cop, watcher, or tracker is killed. Who gets the results in that case? Nobody?
Last edited by Beefster on Sun Aug 15, 2010 5:26 am, edited 1 time in total.
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Post #1658 (isolation #16) » Sat Aug 14, 2010 4:35 pm
Postby Beefster »
Alduskkel wrote:Isn't it really easy to figure out if you're the Vigilante?
There will always be some level of uncertainty on Day 1. You never can know if one of the other power roles chose to target the same person that died. You'll know when a vigilante is present, but you can't be so sure who it is.
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Post #1727 (isolation #17) » Sun Aug 29, 2010 6:43 am
Postby Beefster »
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Post #1963 (isolation #18) » Wed Oct 20, 2010 3:10 pm
Postby Beefster »
I just had an interesting idea...
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Post #1986 (isolation #19) » Wed Oct 27, 2010 10:21 am
Postby Beefster »
That's interesting, though a bit swingy.
Just one thing- remove the GF because of the possibility of a lawyer.
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Post #1999 (isolation #20) » Wed Oct 27, 2010 2:10 pm
Postby Beefster »
Due to the recruiting aspect, I would say that the mafia should always have to kill one of their own, regardless of their numbers. Otherwise, it makes it IMPOSSIBLE for the town to win. So basically, it's a suicide cult where whoever submits the recruitment PM dies.
Because of the alignment change and lack of town power roles, 2:10 is probably the ideal ratio. Very swingy.
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Post #2002 (isolation #21) » Wed Oct 27, 2010 3:45 pm
Postby Beefster »
Still, for the town to win in that case, they have to have 3 consecutive lynches (in essence), while the mafia only needs 3 mislynches at any time to win. With the consistent alignment shift, it's nearly impossible to lynch correctly even twice in a row.
It needs to essentially be a suicide cult. At a 2:10 ratio. The mafia needs 4 mislynches to win, the town needs 2 successful lynches to win. While this may sound unbalanced, because of the consistent alignment shift, it will be really hard to pin down the scum, especially without any power roles.
Throw in a few 1-shot cops. That should balance it out quite nicely.
So the setup would be:
2 Suicide Cultists (whoever recruits also dies)
3 1-Shot Cops (they also detect "fresh" recruits)
7 VTs
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Post #2012 (isolation #22) » Thu Oct 28, 2010 11:16 am
Postby Beefster »
I think you need about 12 VTs or some town PRs. Crosskills are less likely.
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Post #2015 (isolation #23) » Fri Oct 29, 2010 1:02 pm
Postby Beefster »
I've been in an 18 player open game.
OR you could flip 2 coins for the semiopenness. Your choice.
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Post #2026 (isolation #24) » Tue Nov 02, 2010 10:36 am
Postby Beefster »
I like the currency mechanic. For mafia, it could be based on starting wagons and getting non-mafia to join it. +1 point for the 3rd voter, +2 for L-1, and +3 points for getting a hammer on a wagon the mafia started. You could also throw in +1 point for bussing and -1 point for hammering.
Then for town, each player would get +5 points if nobody ever puts a vote on them.
On hiatus indefinitely. This was a nice distraction when I was working through my faith transition out of Mormonism, but I need to move on to bigger and better things now. Get to know a meat boy
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Post #2030 (isolation #25) » Wed Nov 03, 2010 9:55 am
Postby Beefster »
I think my townie point earning should be revised.
-So for hammering scum, you could get +3 points
-For having no votes on you, you get +2 points.
-If you hammer someone with a power role, you lose 1 point.
-If you are put at L-1, you lose 1 point
-As a global power, you can give 1 of your points away to someone else, in addition to your normal powers.
-If you buy a power, you can't use it until the following night. (or day in some cases)
-You may have any number of powers and you can sell powers at half price (rounded down).
-You cannot use more than one power in a day/night cycle.
-Most power roles would cost at least 3 points.
Currency would make for an awesome theme game.
On hiatus indefinitely. This was a nice distraction when I was working through my faith transition out of Mormonism, but I need to move on to bigger and better things now. Get to know a meat boy
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Post #2041 (isolation #26) » Mon Nov 08, 2010 11:07 am
Postby Beefster »
Beefster wrote:
My previous ideas got drowned out by shotty...
Criticism wanted.
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Post #3053 (isolation #27) » Mon Apr 18, 2011 3:47 pm
Postby Beefster »
I have an interesting idea... With an unusual mechanic.
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Post #3066 (isolation #28) » Tue Apr 19, 2011 10:45 am
Postby Beefster »
ortolan wrote:
Beefster wrote:I have an interesting idea... With an unusual mechanic.
You need to be more specific about how the parties mechanic works.
Say you have Vanillas A-D, Goons E and F, and Watcher G.
A,C, and E all attend B's party. B and G attend D's party. D and F attend G's party. Suppose the mafia decides that E will make the kill. Since A and C were at the same party E attended, A and C are killed. B was at the same party G attended, thus his results for his watch would be "B".
Suppose there was also a Vanilla H that forgot to submit an attendance. He then falls at the mercy of Random.org, which places him at B's party,
Thus he is also killed.
Suppose Goon E attended A's party instead. Since nobody else attended that party, he then kills A when he arrives back at his house.
On hiatus indefinitely. This was a nice distraction when I was working through my faith transition out of Mormonism, but I need to move on to bigger and better things now. Get to know a meat boy