I agree with ortolan; it slightly rewards certainty. However I would be slightly worried about timezone bias; is there any reason Hunters couldn't put in their choice before nightfall?
I see no good reason they couldn't "optionally" do that, no.
Max wrote:No, as that is unfair to people who have lives...
Um...so is the fact that catching scum (or pulling a good gambit as scum) usually requires a fair bit of mental attention. It might be *random*, or *timezone-biased*, as Flay pointed out, but I don't see it as systematically disadvantaging people who "have lives", whatever that means; at least not more so than they usually are in the context of a mafia game.
Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
Feel free to PM me to be ready in case I need a replacement.
I think the flaw with "first to send in the action after nightfall" is that if nightfall begins when someone is at work, and wouldn't be able to post until they get home, then that person is at a disadvantage unfairly, purely for having a job at those hours (as opposed to someone in a different timezone, or someone unemployed). Hence why random would be fairer.
PranaDevil wrote:I think the flaw with "first to send in the action after nightfall" is that if nightfall begins when someone is at work, and wouldn't be able to post until they get home, then that person is at a disadvantage unfairly, purely for having a job at those hours (as opposed to someone in a different timezone, or someone unemployed). Hence why random would be fairer.
I agree with this and think random is better idea.
Sarcasm is just a way of saying how stupid you think someone is but in a more polite way.
I really don't like a single random diceroll deciding Win/Lose, and having to both hold your shot and lose the scum you correctly identified seems overly harsh. Is there a reason they can't both win on the same Scum, and both exit?
Mr. Flay wrote:I really don't like a single random diceroll deciding Win/Lose, and having to both hold your shot and lose the scum you correctly identified seems overly harsh. Is there a reason they can't both win on the same Scum, and both exit?
That was how I was seeing it, originally. The mod randomly choosing bit is optional. Part of the idea was to keep the town on odd numbers at the end of each night, but there are already other ways that could be interrupted.
Just because a majority of a group of people decide it's okay doesn't mean it's not murder. - Cobblerfone
Mr. Flay wrote:I really don't like a single random diceroll deciding Win/Lose, and having to both hold your shot and lose the scum you correctly identified seems overly harsh. Is there a reason they can't both win on the same Scum, and both exit?
That was how I was seeing it, originally. The mod randomly choosing bit is optional. Part of the idea was to keep the town on odd numbers at the end of each night, but there are already other ways that could be interrupted.
I really like this idea lets work out what is best and I will have it up next time I do sign ups for the open games.
Sarcasm is just a way of saying how stupid you think someone is but in a more polite way.
Personally I don't think it really is a big deal if only one of the roles has the ability, because then you know who it is. I was thinking it'd be more interesting if the lynch AND THE FLIP were delayed a whole extra day, giving you some concrete information (this person is going to die) but not all of it (their flip.)
I don't want to run the numbers right now but I'm gonna assume even balances better and whip up a little mock up:
Slow Rusty Guillotine Mafia
2 Mafia Goons
1 Maifa Roleblocker
1 Town Tracker
1 Town Doctor
1 One-Shot Impatient Vigilante
6 Townies
"Don’t buy a dozen eggs if you just want a hardboiled egg. Don’t buy a head of lettuce if you just want a salad. Don’t buy eggs and lettuce if you want egg salad because those are not the right ingredients." -Julius Bloop
hitogoroshi wrote:Oh, that's what you meant, Adel? :/
Personally I don't think it really is a big deal if only one of the roles has the ability, because then you know who it is. I was thinking it'd be more interesting if the lynch AND THE FLIP were delayed a whole extra day, giving you some concrete information (this person is going to die) but not all of it (their flip.)
I don't want to run the numbers right now but I'm gonna assume even balances better and whip up a little mock up:
Slow Rusty Guillotine Mafia
2 Mafia Goons
1 Maifa Roleblocker
1 Town Tracker
1 Town Doctor
1 One-Shot Impatient Vigilante
6 Townies
this one deserves consideration (personally I think the altered lynch mechanic is similar to the altered nightkill mechanic I proposed in Delayed Reaction; which was apparently too deviant to be an open game. Not a criticism of your setup but I think neither should be disallowed).
Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
Feel free to PM me to be ready in case I need a replacement.
farside22 wrote:
I really like this idea lets work out what is best and I will have it up next time I do sign ups for the open games.
I don't know what would be best balanced. I tried to simulate 2 mafia, 5 townies, and 2 hunters, but the calculations for the possible NK's became intimidating quickly. My gut says that 2/6/2 or 2/7/2 would give both the town and mafia good chances of winning. I don't think the hunters' probability of winning depends very strongly on the number of townies. The more townies there are, the more they can afford to wait an extra night before making their kill.
Just because a majority of a group of people decide it's okay doesn't mean it's not murder. - Cobblerfone
2 Fire Mafia
2 Ice Mafia
1 Flame Retardant Townie (Fire kill immune)
1 Heavily clothed townie (Ice kill immune)
x amount of nilla townies to perfect balance. Mafias are all NK immune.
I wonder what it would be like if there was a Weak Watcher in that setup (who only sees kill actions). They'll then they would have to deal with the confounding variable of why they didn't die if they're "visited" and stay put.
with only 1 lynch needed to be correct, cop's are waaaaay to strong. As the game is already way too easy for town. (just look at the amount of mislynches they have)
one would hardly have joy without another's suffering, no?
yabbaguy wrote:I like the "No I in Team" Hunter game, personally.
I do too. I think 7 townies with 2 mafia and 2 hunters are best in this game but that's just my view.
It looks to be a 11 player game I believe looking at the orginal idea with 2-3 mafia, 2-3 hunters and 5 -7 townies. I think 6 or 7 townies would be best in this game but the idea of 3 hunters makes me shudder for the scum.
Sarcasm is just a way of saying how stupid you think someone is but in a more polite way.
1-2 Lover Pair(s) (Both are Vanilla Townies)
0-2 1-shot Cop(s)
6-7 VT
1 Lawyer (Able to split up Lover-pairs, will not be told if he was sucessful)
While I like the lawyer role, I don't see its being useful - splitting up the mafia lovers significantly lowers town's chances of winning, and isn't worth saving one townie by splitting the town lovers.
This also has the possibility of a D1 win, which I generally dislike.