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Author Topic: M66: Paris Mafia (Game Over, Town Wins)  (Read 133971 times)

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UmbrageOfSnow

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1375 on: September 30, 2015, 02:44:25 pm »

I think we generally undervalue hypoclaiming around here.  And yeah, I do worry about Hiders becoming too much of a focus of strategy in a way that other roles don't.  I like them but they weren't my first thought here.

It's always possible to create an arbitrary list of players as a way for everyone to hypoclaim who they'd hide behind if they were the Hider.  No way to fix that.  But with 2-NKs a night (although that never happened this game) a random-hider-target strategy seems less effective, since chances of dying are pretty high (up to 6 deadly targets at the start of the night on N1, if Vig and Mafia target town.)

It's reasonably likely that it will find one scum, but I am thinking it'd be less likely to be gamebreaking here.  Would definitely look at some best and worst case scenarios before actually making a change like that though.
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silverspawn

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1376 on: September 30, 2015, 03:01:47 pm »

I think we generally undervalue hypoclaiming around here.  And yeah, I do worry about Hiders becoming too much of a focus of strategy in a way that other roles don't.  I like them but they weren't my first thought here.

It's always possible to create an arbitrary list of players as a way for everyone to hypoclaim who they'd hide behind if they were the Hider.  No way to fix that.

Can't you just forbid using your flavor name for any sort of code?

UmbrageOfSnow

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1377 on: September 30, 2015, 03:34:14 pm »

You can, but you could still create a workaround in game.

For example: At the end of the day, I'm going to look at the second of my last post of the day, take that mod the number of players remaining as we go into night in the order of the list in the OP, and target that player.

Scum could technically use that to narrow down the Hider, so it isn't as good as using a flavor-name based method, but most scumteams aren't going to bother doing it for every player to narrow the list.  (I totally would though.)

So yeah, there's some merit to disallowing a flavor-based method, and maybe we should.  But I think Hiders are toast soon enough in this setup that even with a method that would allow scum to narrow down the target, they wouldn't get it narrowed very much before the Hider is dead anyway.  In which case even disallowing that seems irrelevant.  If Hider hides behind the other scumteam, or whoever the Vig targets they die too remember.

But anyway, what do you think of the powerlevel of Hider + Tracker + Vig + Backup Vig?
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UmbrageOfSnow

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1378 on: September 30, 2015, 03:35:25 pm »

And again, for this setup I think less subtle crumbs and deliberately aiming to create ICs is the best play for Hider.
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ashersky

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1379 on: September 30, 2015, 04:12:05 pm »

I don't like it.
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UmbrageOfSnow

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1380 on: September 30, 2015, 04:15:02 pm »

I don't like it.

Do you think it's better or worse than the current PR loadout?  What about the Watcher->Tracker substitution on it's own?
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silverspawn

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1381 on: September 30, 2015, 04:39:11 pm »

For example: At the end of the day, I'm going to look at the second of my last post of the day, take that mod the number of players remaining as we go into night in the order of the list in the OP, and target that player.

the second what? the second number of the index?

UmbrageOfSnow

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1382 on: September 30, 2015, 04:44:20 pm »

For example: At the end of the day, I'm going to look at the second of my last post of the day, take that mod the number of players remaining as we go into night in the order of the list in the OP, and target that player.

the second what? the second number of the index?

I meant the seconds in the timestamp.  But whatever, there are any number of ways to come up with something public and randomish but not provably outside-the-game random.
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ashersky

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1383 on: September 30, 2015, 04:50:00 pm »

I don't like it.

Do you think it's better or worse than the current PR loadout?  What about the Watcher->Tracker substitution on it's own?

I don't think hiding fits at all.

Tracker vs watcher?  Eh.  What's the point of either in this setup?  Is it to catch mafia?  To catch the JK?
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UmbrageOfSnow

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1384 on: September 30, 2015, 04:55:06 pm »

If town has only the vigs, they're chances are significantly worse than the Mimes or the Mafia.  Town needs some investigative power.  And it would be nice if it impacted Mimes and Mafia more-or-less equally.
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silverspawn

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1385 on: September 30, 2015, 04:56:37 pm »

For example: At the end of the day, I'm going to look at the second of my last post of the day, take that mod the number of players remaining as we go into night in the order of the list in the OP, and target that player.

the second what? the second number of the index?

I meant the seconds in the timestamp.

ah, that makes loads more sense.

You could code that, but everything you code this way is breakable by the mafia. I don't think it's a trivial problem.

It also wouldn't be great if it comes down to a matter of who invests more time into breaking codes.

I would just forbid it entirely.

ashersky

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1386 on: September 30, 2015, 04:58:53 pm »

If town has only the vigs, they're chances are significantly worse than the Mimes or the Mafia.  Town needs some investigative power.  And it would be nice if it impacted Mimes and Mafia more-or-less equally.

So make the Neapolitan guy a full cop and drop everything else. 
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UmbrageOfSnow

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1387 on: September 30, 2015, 05:00:44 pm »

If town has only the vigs, they're chances are significantly worse than the Mimes or the Mafia.  Town needs some investigative power.  And it would be nice if it impacted Mimes and Mafia more-or-less equally.

So make the Neapolitan guy a full cop and drop everything else.

That makes it way more swingy.
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ashersky

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1388 on: September 30, 2015, 05:02:11 pm »

If town has only the vigs, they're chances are significantly worse than the Mimes or the Mafia.  Town needs some investigative power.  And it would be nice if it impacted Mimes and Mafia more-or-less equally.

So make the Neapolitan guy a full cop and drop everything else.

That makes it way more swingy.

Right now, neo outs PRs as much as catches scum (smart scum claims PR when caught to force the counter).  Cop just dies after catching one scum.
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f.ds Mafia Board Moderator

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ashersky

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1389 on: September 30, 2015, 05:02:48 pm »

You could have a cop and a mime cop, I guess.  Roll them separate from alignment, so you could have a mime cop.
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silverspawn

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1390 on: September 30, 2015, 05:07:44 pm »

If town has only the vigs, they're chances are significantly worse than the Mimes or the Mafia.  Town needs some investigative power.  And it would be nice if it impacted Mimes and Mafia more-or-less equally.

So make the Neapolitan guy a full cop and drop everything else.

please no cop. neapolitan is way more interesting role, because

- it is much weaker
- it outs PR's which is a drawback that makes it more difficult to play
- it's not a cop

You could have a cop and a mime cop, I guess.  Roll them separate from alignment, so you could have a mime cop.

why do you want to replace the interesting role with more boring and straight forward roles?

ashersky

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1391 on: September 30, 2015, 05:09:05 pm »

Interesting =/= balanced, which seems to be UOS's goal.
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UmbrageOfSnow

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1392 on: September 30, 2015, 05:09:09 pm »

Yeah, potentially outing the Vig is a feature not a bug.
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UmbrageOfSnow

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1393 on: September 30, 2015, 05:09:20 pm »

Interesting =/= balanced, which seems to be UOS's goal.

Why not both?
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ashersky

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1394 on: September 30, 2015, 05:10:45 pm »

I think Vanilla Cop (which is what the Neapolitan is), is a weakened version of cop created for just the reasons you stated.

UOS thinks town is too weak -- easy fix is fix the weakened role.
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ashersky

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1395 on: September 30, 2015, 05:11:26 pm »

Interesting =/= balanced, which seems to be UOS's goal.

Why not both?

There's a reason most RMM games, like mine, have disclaimers.
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ashersky

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1396 on: September 30, 2015, 05:12:39 pm »

You are smart enough to know that interesting/fun play isn't always the best way to win, right?  Same goes for game design.
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UmbrageOfSnow

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1397 on: September 30, 2015, 05:13:29 pm »

I think Vanilla Cop (which is what the Neapolitan is), is a weakened version of cop created for just the reasons you stated.

UOS thinks town is too weak -- easy fix is fix the weakened role.

I'm actually worried town is too strong.  I think it is too weak if it's Vig + Backup Vig + some other weak role.  I think 4 PRs is probably the sweet spot.  But I'm worried the Watcher and Neapolitan are too much by a bit.  On the other hand, as I said, all the town PRs had very good accuracy this game, so maybe it's nothing.
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silverspawn

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1398 on: September 30, 2015, 05:15:16 pm »

I don't follow, ashersky, Do you think simply changing the watcher into a tracker makes town too strong? Too weak?

Cause I feel that could be about right, and it preserves the interesting dynamics, and it's just a simple change.

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Re: M66: Paris Mafia (Game Over, Town Wins)
« Reply #1399 on: September 30, 2015, 05:16:28 pm »

I think, in general, Watcher > Tracker, but Watcher has more interesting decision making for both the Watcher and Scum.
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