[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #7925 (ISO) » Mon Mar 02, 2015 12:37 pm

Post by Herodotus »

In post 7924, Aneninen wrote:how do multiple Kidnaps resolve?

In post 7917, BBmolla wrote:
Chain Reaction


In post 7924, Aneninen wrote:What would happen if players massclaimed on Day1 and they set up a Kidnapping chain?

The mafia could kill a tracker.
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Post Post #7926 (ISO) » Mon Mar 02, 2015 3:37 pm

Post by Cheery Dog »

They'd all die. (i assume they're babysitters without the doctor part) and scum win.
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Post Post #7927 (ISO) » Mon Mar 02, 2015 3:50 pm

Post by BBmolla »

In post 7926, Cheery Dog wrote:They'd all die. (i assume they're babysitters without the doctor part) and scum win.

They are
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Post Post #7928 (ISO) » Mon Mar 02, 2015 3:50 pm

Post by BBmolla »

In post 7924, Aneninen wrote:As for the Chain Reaction: how do multiple Kidnaps resolve? What would happen if players massclaimed on Day1 and they set up a Kidnapping chain?

Tracker1 dies night 1, Tracker2 dies night 2.

Multiple Kidnaps could link, so technically the game could end night 1 if shit went crazy.
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Post Post #7929 (ISO) » Mon Mar 02, 2015 3:52 pm

Post by BBmolla »

Because in that scenario best idea is probably to claim Kidnapper as all of the mafia.
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Post Post #7930 (ISO) » Tue Mar 03, 2015 10:13 pm

Post by LlamaFluff »

Been playing around with:

Pass it on


12x Town
3x Mafia

Three random town players receive bags containing three random of:
*Cop
*Bodyguard
*Bulletproof
*Neighborizer
*Neighbor A/Neighbor B (note if this is rolled there are four roles in the bag)
*Vig
*Tracker
*Roleblocker
*Vanilla

One random mafia player receives a bag containing two at random of:
*Investigation Immune
*Strongman
*Ninja
*Roleblocker

All bags (town and mafia) contain the following
*Historian
*Vanilla (five of these)

~~~~~~~~~~

Each night a player must elect to use one of their abilities, and must select a player to pass the bag on to. Failing to select a player to pass to prevents use of an action and bag recipient is randomized. At the end of the night the bag will transfer to the new player. If the player receiving a bag would die, the bag goes to a random living player. If the player with a bag is lynched, the bag goes to a random player on the lynching wagon.

Historian ability allows the player using the action to see the history of the bag which includes
*Players who used bag
*Roles used each night
*Intended targets of passing

If a player has multiple bags in a single night, they may only use an action from one bag that night.
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Post Post #7931 (ISO) » Tue Mar 03, 2015 10:59 pm

Post by Bicephalous Bob »

I like the idea, but town can get five useless shots just as likely as they can get five powerhouse shots

All shots should be of similar strength

The vanillas don't really serve any purpose other than balancing the game based on chance, which never works out

Scum's power is currently heavily dependent on what roles town get

Scum getting a different bag than town makes it easier for the townies who start with the bags to confirm themselves

-----

10v3

There's one big set, like {Jailkeeper, Weak Neighborizer, PGO, Follower, Desperado (night), Bus Driver, Historian, Roleblocker, ...}

Two three-item bags are randomly filled and given to random townies

One three-item bag is filled by scum and given to a player of their choice, who can be scum or town

There can't be duplicate items within a bag
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Post Post #7932 (ISO) » Tue Mar 03, 2015 11:00 pm

Post by Bicephalous Bob »

Also, players shouldn't be notified they got a bag until the start of the night
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Post Post #7933 (ISO) » Thu Mar 05, 2015 7:31 pm

Post by Klingoncelt »

Lose the historian.
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Post Post #7934 (ISO) » Fri Mar 13, 2015 2:00 am

Post by PokerFace »

from
http://forum.mafiascum.net/viewtopic.ph ... 6#p6670016

Time Bomb Mafia


9 Townies with bombs on their chest
2 Goons with bombs on their chest
1 Bomb Mechanic

You are a
Bomb Mechanic
. You are confirmed town and bomb mechanic to all players. You can not be killed at night and you can not vote or effect the majority as you do not count towards the total player count. If 12 players are alive, its as though there are only 11 alive, it will only take 6 votes for a lynch. The timer on everyone's chest is set at the start to 72 hours. Whenever a player posts, their timer is reset. All timers are turned off at night and do not reset and restart until the next game day. The timer can be changed to any number between 24 and 120 at your digression. Simply post
Set PlayerName to X hours
. When that player next posts their next timer will be set to that length. Any player that posts 4 times on the same page auto blows up. You win when all threats to the town have been eliminated, good luck
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Post Post #7935 (ISO) » Fri Mar 13, 2015 7:03 am

Post by TierShift »

That is honestly one of the least intelligent attempts at promoting activity that I have ever seen.

Posting 4 times on the same page is sometimes very useful.
Nothing stops players from just posting 'prod dodge'.
V/la players die.
Setting timers does nothing but add to prod dodges.

Players play when they want to, not when they're forced to.
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Post Post #7936 (ISO) » Fri Mar 13, 2015 8:13 am

Post by Aneninen »

^^
That.
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Post Post #7937 (ISO) » Sat Mar 14, 2015 5:56 pm

Post by LlamaFluff »

The 2015 Open Design Contest has opened. Have a setup you have been thinking about for a long time? This is the perfect opportunity to hammer down the details and submit it!
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Post Post #7938 (ISO) » Thu Mar 19, 2015 11:36 am

Post by BBmolla »

Hey

I'm having a game night with about 9 - 15 people

Are there any setups people would like me to test?
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Post Post #7939 (ISO) » Fri Mar 20, 2015 6:48 am

Post by ArcAngel9 »

Hello, Want to know if this setup can work... Appreciate your feedback. Thanks1!

Game concept: I am the Joker!!!!!

2 Mafia Goon

1 Joker

6 Townies


Mafia can’t kill
During day Joker creates 3 parcels and send it to random people.
1 of the parcels contain a deadly bomb
1 of the parcels contain a healing portion
1 of the parcels contain a deadly virus
The receiver auto opens the parcel they receive. Deadly bomb kills the receiver instantly, Virus infects and causes a pain full death on 2nd night. Healing portion is sharable between players.
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Post Post #7940 (ISO) » Fri Mar 20, 2015 7:18 am

Post by TierShift »

The joker can never win:
If he can give parcels to himself, he's bound to kill himself sooner rather than later.
If he cannot give parcels to himself, everyone who receives one is confirmed not-joker and that will eventually lead to the joker getting lynched.

I think there is something to say for a concept that has the joker be able to choose the people who receive the parcels; in that way, he can WIFOM by selecting himself. Still, doing so has a high chance of suiciding.

You need to define what the healing po(r?)tion does. Does it stop the virused player from dying? Who decides if the potion is applied or not? What do you mean by sharable?
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Post Post #7941 (ISO) » Fri Mar 20, 2015 12:32 pm

Post by ArcAngel9 »

In post 7940, TierShift wrote:The joker can never win:
If he can give parcels to himself, he's bound to kill himself sooner rather than later.
If he cannot give parcels to himself, everyone who receives one is confirmed not-joker and that will eventually lead to the joker getting lynched.

I think there is something to say for a concept that has the joker be able to choose the people who receive the parcels; in that way, he can WIFOM by selecting himself. Still, doing so has a high chance of suiciding.

You need to define what the healing po(r?)tion does. Does it stop the virused player from dying? Who decides if the potion is applied or not? What do you mean by sharable?



Joker can't give parcel to himself.
If someone receives Healing portion, they can either use on themselves or give it to someone else. Virus effects takes end of 2nd night phase to have the player die.

And I see your point about Joker can never win the game. How about I tweak that Joker can win with any faction once if he eliminates one among the two. ??
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Post Post #7942 (ISO) » Fri Mar 20, 2015 10:55 pm

Post by TierShift »

No, that would not work. First of all, it makes no sense at all flavourwise. Secondly, the joker would just side with the town as that makes it 7:2 nightless which is extremely extreheeemely townsided. If he can confirm himself as the joker (which he can, by claiming day 1 and never getting parcels), it's always a win.

Once again, what does the healing potion do?
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Post Post #7943 (ISO) » Sat Mar 21, 2015 4:02 am

Post by ArcAngel9 »

Healing portion heals anyone from the virus.
Joker actions are compulsive which is why it is random. He wont have choice of selecting who he want to give them that will make him threat to both the factions
TBH both town and mafia would want to get rid of him, he gains nothing by siding with town because he doesn't have control of his parcels. Joker is psycho path so i think the flavor fits well.
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Post Post #7944 (ISO) » Sat Mar 21, 2015 4:06 am

Post by ArcAngel9 »

the only point i earlier missed out is that how fair i was thinking from joker's play side... but thanks to you i understood that his winning chances were merely. If i can tweak that he can win with any faction.. He is exactly playing the role he suppose.. Joker in the cards. Powerful and always win!!!

Town or Scum still have their chance to lynch him from the d1. And Btw the healing portion can cure someone from virus..

Example:
X receives parcel on N1 contains deadly virus
X receives parcel on N2 contains healing portion, X-lives through!!

OR

X receives parcel on N1 contains deadly virus
Y receives parcel on N1 contains healing portion, Y may give theirs healing portion to X on N2 or use it on themselves

It works like that!!!! You still think this wont work?
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Post Post #7945 (ISO) » Sat Mar 21, 2015 4:41 am

Post by JasonWazza »

Is the person who receives the virus notified?

But yeah seems like an iffy setup, Joker is basically a really shitty survivor (he eventually gets auto-confirmed as joker.) that honestly neither town nor scum want around.
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Post Post #7946 (ISO) » Sat Mar 21, 2015 4:52 am

Post by TierShift »

It must be in one team's favour and in one team's disfavour to keep the joker around, that is imperative. Problem is, I haven't figured out which team want him and which team doesn't.
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Post Post #7947 (ISO) » Sat Mar 21, 2015 5:17 am

Post by JasonWazza »

Neither team actually want's him
because
his random.

Unless scum are certain that they won't be picked for a package (there's 3 of the damn things so unlikely) you want him down.

Town don't want kills going off when it could easily be 2 townies going down a day (1 N1, 2 N2.)

He is quite literally the survivor no one want's around.
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Post Post #7948 (ISO) » Sat Mar 21, 2015 10:04 am

Post by TierShift »

Random kills, from a pure EV standpoint, are in favour of one team or the other. As the teams have opposing wincons, it must hurt one team more than the other. I currently think scums benefit most from the joker as it has the possibility to kill outside the lynchpool that scums most likely are in. The joker would rather side with town, though, as they have a bigger chance of winning. Town also should not spend a lynch on the joker.
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Post Post #7949 (ISO) » Sat Mar 21, 2015 2:37 pm

Post by ArcAngel9 »

So Is this a workable concept?

And yes, people who receives parcels will be notified what they received.
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