C9++ Discussion

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izakthegoomba
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Post Post #75 (ISO) » Fri Oct 07, 2011 9:24 am

Post by izakthegoomba »

Just got back to this and it's as I thought.

I figured out a few more, and the chances of going over the maximum power for a category are always very low (even for C, the most common PR letter, it's lower than 1/400,000). The chances of going over by more than one are almost non-existent. In practice, it won't ever happen.

So, I agree with those changes.
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Post Post #76 (ISO) » Fri Oct 07, 2011 9:28 am

Post by Kcdaspot »

In post 74, Magua wrote:I approve of every single one of these changes.
A question that sometimes drives me hazy: am I or are the others crazy?
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Post Post #77 (ISO) » Fri Oct 07, 2011 9:30 am

Post by Hoopla »

Fair enough. Hopefully we can get this back into circulation soon, then.
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Post Post #78 (ISO) » Fri Oct 07, 2011 10:09 am

Post by izakthegoomba »

I think I'll do a C9++ for my next game, if I get the chance.
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Post Post #79 (ISO) » Sat Oct 08, 2011 8:43 pm

Post by Quaroath »

I"ve already rolled my randoms for C9++ when my open comes up, should be about 2 months.
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Post Post #80 (ISO) » Sat Oct 08, 2011 8:50 pm

Post by Quaroath »

Not really sure, but I had the impression the idea with the scum roles was that it took scums ability to know if there was an SK away or not, and it clouded the exact amount of town power they were facing. The current setup you are suggesting Hoopla flat out tells mafia/SK what the setup is, if there is an SK, and how much town power there is, letter wise.

It removes the veil that the old C9++ setup had. Is it possible to restore that mystery? It's a lot of what made the setup appealing to me to both play and mod.
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Post Post #81 (ISO) » Sat Oct 08, 2011 8:57 pm

Post by Hoopla »

Mafia had the ability to discern the relative power of town within one letter, and Mafia knew perfectly when the SK was gone or proven to not exist. The only thing we lose in this setup compared to the old version is whether mafia know there is an SK or not. Perhaps there is a way to fix that up a little to mimic the original. I'll have a look.
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Post Post #82 (ISO) » Sat Oct 08, 2011 9:10 pm

Post by Hoopla »

TTTTTTT = Goon, Godfather, Serial Killer (Inv-Immune) (2:1:10 Mountainous)
TTTTTT = Goon, Godfather (2:11 with 1 PR)
TTTTT = Goon, Godfather, Serial Killer (1-Shot BP) (2:1:10 with 1-2 PR's)
TTTT = 2 Goons, 1 Roleblocker (3:10 with 2-3 PR's)
TTT = 2 Goons, 1 Roleblocker, 1 Serial Killer (1-Shot BP OR Inv-Immune) (3:1:9 with 2-4 PR's)
TT = 1 Goon, 1 Roleblocker, 1 Godfather (3:10 with 3-5 PR's)
T = 1 Goon, 1 Roleblocker, 1 Godfather, 1 Serial Killer (1-Shot BP OR Inv-Immune) (3:1:9 with ~5 PR's)
0 T's = 1 Goon, 1 Roleblocker, 1 Godfather (3:10 with ~5 PR's)


This might be a better distribution.

- Goon, Godfather gives 3 possible setups for Mafia - two with an SK.
- 2 Goons, 1 Roleblocker gives 2 options for Mafia - one of them having an SK.
- 1 Goon, 1 Roleblocker, 1 Godfather gives 3 options - one having an SK.

The last setup had four sets of two, with one SK in each, so the Mafia have less information in this setup as it's broken into 3 groups now instead of four. The SK knew the setup each time in the last game, and now only knows in the first two. The only thing that suffers from this change is the 0 T's section, which doesn't get a boost in power, but a Roleblocker/GF is still a very potent scumteam even against ~5 town PR's.
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Post Post #83 (ISO) » Sun Oct 09, 2011 6:41 am

Post by izakthegoomba »

Yeah, that looks like it should work. I think though, for a setup as compex as this, we can't tell for sure if something we do works until it's been run a few times.
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