[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #3175 (ISO) » Sat Apr 30, 2011 3:30 pm

Post by Empking »

Psyciactrist Mafia


Mafia Group (1 Kill Between Them.):
1 Psychopath (Doesn’t know Serial Killer.)
1 Serial Killer (Knows Psychopath)

Psychopath can contact SK through a QuickTopic but the SK can not post in it.

Town:
2 Townies
1 Psychiatrist

No 50% rule.

If the SK dies then town automatically wins.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3176 (ISO) » Sat Apr 30, 2011 8:34 pm

Post by Meransiel »

The Psychopath will die night 1, no save.
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Post Post #3177 (ISO) » Sat Apr 30, 2011 9:56 pm

Post by Empking »

Meransiel wrote:The Psychopath will die night 1, no save.


Why?

(JUst so its clear the SK/Psychpath are one group with thesamre win con.)
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3178 (ISO) » Sun May 01, 2011 5:36 am

Post by gandalf5166 »

Now, the psychiatrist would convert them to town? Would their buddy know?
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Post Post #3179 (ISO) » Sun May 01, 2011 5:47 am

Post by Tragedy »

Crazy Friends, Enemies and that Other Vengeful Guy


2 Mafia Goons


1 Vengeful Psychopath
(Takes target who hammered/killed him down with him)

2 Masons Vigilante
5 Townies


Notes

All grouped up factions have 1 kill.
I blame you for this.
For I have been awaiting for another heart pounding segment of
Dokidoki Precure!


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Post Post #3180 (ISO) » Sun May 01, 2011 6:26 am

Post by Meransiel »

Empking wrote:
Meransiel wrote:The Psychopath will die night 1, no save.


Why?

(JUst so its clear the SK/Psychpath are one group with thesamre win con.)


Gandalf's post. Or if not then, one of them will kill the other either way.
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Post Post #3181 (ISO) » Sun May 01, 2011 6:29 am

Post by Empking »

gandalf5166 wrote:Now, the psychiatrist would convert them to town? Would their buddy know?


Yes.

No.

Meransiel: What do you see as the events that lead up with the two killing each other?

I am glad I posted it here because I have seen a crucial flaw. The Serial Killer should have ultimate say on who is killed.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3182 (ISO) » Sun May 01, 2011 6:34 am

Post by Meransiel »

If Psycho is converted, he can't post in Quicktopic anymore. SK will see this and kill him instantly. This is unbalanced.
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Post Post #3183 (ISO) » Sun May 01, 2011 6:37 am

Post by Empking »

Meransiel wrote:If Psycho is converted, he can't post in Quicktopic anymore. SK will see this and kill him instantly.


Why?

This is unbalanced.


Define "unbalanced"? (If you're saying that the Serial Killer only has a small chance of winning then that's absurd.)
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3184 (ISO) » Sun May 01, 2011 6:49 am

Post by gandalf5166 »

So what happens if the SK is converted?
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Post Post #3185 (ISO) » Sun May 01, 2011 6:52 am

Post by Empking »

gandalf5166 wrote:So what happens if the SK is converted?


Oh the Serial Killer can't be converted, just the Psychopath.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3186 (ISO) » Sun May 01, 2011 6:57 am

Post by Meransiel »

It would suck to be a psychopath in that setting.

Even if psychopath doesn't know him, if the SK kills according to the psycho's advice, the psycho can somehow guess who the SK is.

Basically, in this setting, psychopath optimal play is find out who the SK is as fast and possible, and get himself converted to townie. SK optimal play is get rid of psychopath, who is a clear liability.
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Post Post #3187 (ISO) » Sun May 01, 2011 7:04 am

Post by Empking »

Meransiel wrote:It would suck to be a psychopath in that setting.

Even if psychopath doesn't know him, if the SK kills according to the psycho's advice, the psycho can somehow guess who the SK is.

You mean...scumhunt?


Basically, in this setting, psychopath optimal play is find out who the SK is as fast and possible, and get himself converted to townie. SK optimal play is get rid of psychopath, who is a clear liability.


If a VT was lynched Day 1 then EV wise if the SK targetted anyone but the Psychpath then the SK has a has an 8/9 chance of winning. If he targets the psychopath then he has a 1/2 chance of winning. The first looks better to me.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3188 (ISO) » Sun May 01, 2011 7:12 am

Post by Meransiel »

Empking wrote:
Meransiel wrote:It would suck to be a psychopath in that setting.

Even if psychopath doesn't know him, if the SK kills according to the psycho's advice, the psycho can somehow guess who the SK is.

You mean...scumhunt?


Not necessarily. If psycho tells him: "kill A" and he kills A, tells him "kill B" and he kills B, tells him "kill C" and he doesn't do that, there's a good chance the SK is C.

Empking wrote:

Basically, in this setting, psychopath optimal play is find out who the SK is as fast and possible, and get himself converted to townie. SK optimal play is get rid of psychopath, who is a clear liability.


If a VT was lynched Day 1 then EV wise if the SK targetted anyone but the Psychpath then the SK has a has an 8/9 chance of winning. If he targets the psychopath then he has a 1/2 chance of winning. The first looks better to me.


What stops the Psycho from shouting "people I'm a psycho cure me pls"?

Although, I have myopically seen only the catch of your game and not its very small size. Yeah...that's something different...
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Post Post #3189 (ISO) » Sun May 01, 2011 6:38 pm

Post by Nikanor »

Empking wrote:
Psyciactrist Mafia


Mafia Group (1 Kill Between Them.):
1 Psychopath (Doesn’t know Serial Killer.)
1 Serial Killer (Knows Psychopath)

Psychopath can contact SK through a QuickTopic but the SK can not post in it.

Town:
2 Townies
1 Psychiatrist

No 50% rule.

If the SK dies then town automatically wins.

Psychopath+Psychiatrist claim and are cleared. SK can't counter-claim or he loses. It's brought down to 2 townies + SK with two days. Town has an 83% chance of winning.
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Post Post #3190 (ISO) » Sun May 01, 2011 6:45 pm

Post by andrew94 »

how about make it cant claim pschopath..
i hate walls, i will only skim walls.
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Post Post #3191 (ISO) » Mon May 02, 2011 12:25 am

Post by Meransiel »

andrew94 wrote:how about make it cant claim pschopath..


WTF
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Post Post #3192 (ISO) » Mon May 02, 2011 1:48 am

Post by Quilford »

2 yuppies (selects one person at night, if mafia that person gets a gun, if town/jester a vest - the yuppie is not notified)
1 jester
3 vanilla town, each with a gun
2 mafia goons, each with a vest

Night start.
No reveal.

If you have a vest and you are shot, you (are/aren't) notified via PM
Only kills are announced in thread

UM OKAY THIS IS PROBABLY HORRIFICALLY IMBALANCED
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Post Post #3193 (ISO) » Mon May 02, 2011 1:57 am

Post by Empking »

Nikanor wrote:
Empking wrote:
Psyciactrist Mafia


Mafia Group (1 Kill Between Them.):
1 Psychopath (Doesn’t know Serial Killer.)
1 Serial Killer (Knows Psychopath)

Psychopath can contact SK through a QuickTopic but the SK can not post in it.

Town:
2 Townies
1 Psychiatrist

No 50% rule.

If the SK dies then town automatically wins.

Psychopath+Psychiatrist claim and are cleared. SK can't counter-claim or he loses. It's brought down to 2 townies + SK with two days. Town has an 83% chance of winning.


If Psychpoath claims then his odds of winning goes from aroung 58% to a third. Why does the Psychpath claim again?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3194 (ISO) » Mon May 02, 2011 4:56 am

Post by Nikanor »

Oh, I forgot that he would still lose D1 if the SK is lynched.
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Post Post #3195 (ISO) » Mon May 02, 2011 5:01 am

Post by Nikanor »

Quilford wrote:2 yuppies (selects one person at night, if mafia that person gets a gun, if town/jester a vest - the yuppie is not notified)
1 jester
3 vanilla town, each with a gun
2 mafia goons, each with a vest

Night start.
No reveal.

If you have a vest and you are shot, you (are/aren't) notified via PM
Only kills are announced in thread

UM OKAY THIS IS PROBABLY HORRIFICALLY IMBALANCED

People with guns can shoot, I imagine. How are you going to make it so that a yuppie doesn't know if he can shoot? Just make them send in a kill every night?
Town can lose n0, so yeah it's imbalanced.
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Post Post #3196 (ISO) » Mon May 02, 2011 5:03 am

Post by Empking »

Nikanor wrote:
Quilford wrote:2 yuppies (selects one person at night, if mafia that person gets a gun, if town/jester a vest - the yuppie is not notified)
1 jester
3 vanilla town, each with a gun
2 mafia goons, each with a vest

Night start.
No reveal.

If you have a vest and you are shot, you (are/aren't) notified via PM
Only kills are announced in thread

UM OKAY THIS IS PROBABLY HORRIFICALLY IMBALANCED

People with guns can shoot, I imagine. How are you going to make it so that a yuppie doesn't know if he can shoot? Just make them send in a kill every night?
Town can lose n0, so yeah it's imbalanced.


It also has a jester in as an afterthought. Which is lame.
Do mafia have a normal kill?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3197 (ISO) » Mon May 02, 2011 5:08 am

Post by Nikanor »

Semi-Open setup idea:
1 Watcher, worth 3 points
1 Tracker, worth 2 points
3 Observers (Are only told if their target used an ability), worth 1 point each

3 Mafia
10 Town

Three points of power roles are assigned to the mafia.
Five points of power roles are assigned to the town.

Possible weakness: If a mafia watcher flips, all other power roles are confirmed town. Not sure how to work around this yet.
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Post Post #3198 (ISO) » Mon May 02, 2011 5:10 am

Post by GreyICE »

Nikanor wrote:Semi-Open setup idea:
1 Watcher, worth 3 points
1 Tracker, worth 2 points
3 Observers (Are only told if their target used an ability), worth 1 point each

3 Mafia
10 Town

Three points of power roles are assigned to the mafia.
Five points of power roles are assigned to the town.

Possible weakness: If a mafia watcher flips, all other power roles are confirmed town. Not sure how to work around this yet.

C9++ Solution: All mafia roles flip as "Mafia."

http://mafiascum.net/wiki/index.php?title=C9%2B%2B
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Post Post #3199 (ISO) » Mon May 02, 2011 5:18 am

Post by Empking »

Nikanor wrote:Semi-Open setup idea:
1 Watcher, worth 3 points
1 Tracker, worth 2 points
3 Reporters, worth 1 point each

3 Mafia
10 Town

Three points of power roles are assigned to the mafia.
Five points of power roles are assigned to the town.

Possible weakness: If a mafia watcher flips, all other power roles are confirmed town. Not sure how to work around this yet.


FTFY

1. What is the "3" doing in from "Reporters"?
2. How do you generate the set up?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi

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