• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:16
CEST 15:16
KST 22:16
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins HomeStory Cup 298Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Weekly Cups (July 6 - 12): Protoss strike back2BSL Season 22 Full Overview & Conclusion7BSL Season 22 Full Overview & Conclusion7Weekly Cups (June 29-July 5): Solar Doubles0MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon44
StarCraft 2
General
Weekly Cups (July 6 - 12): Protoss strike back Is the larve respawn broken? Serral wins HomeStory Cup 29 Serral wins Maestros of the Game 2 Reynor: GSL Loss Wasn't About Preparation Format
Tourneys
GSL CK #5 Race War WardiTV Summer Cup 2026 RSL Revival: Season 6 - Qualifiers and Main Event HomeStory Cup 29 Vespene Cup #1 — $300+ USD, July 10
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together Mutation # 532 Nuclear Family
Brood War
General
screpdb: new Starcraft reporting tool Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) ASL 22 Proposed Map Pool ASL22 General Discussion BSL Season 22 Full Overview & Conclusion
Tourneys
[ASL22] Wildcard Qualifier IPSL Spring 2026 Top 4! [Megathread] Daily Proleagues CSLAN 4 is Coming!
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Path of Exile Summer Games Done Quick 2026! Nintendo Switch Thread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! Anime Discussion Thread Series you have seen recently...
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Tennis[sport] Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5961 users

Team Melee Mini Mafia - Couples Therapy - Page 2

Forum Index > TL Mafia
Post a Reply
Prev 1 2 3 4 5 80 81 82 Next
RebirthOfLeGenD
Profile Blog Joined November 2008
USA5860 Posts
November 01 2011 15:30 GMT
#21
Assuming all your set ups have an equal probability, this doesn't seem too balanced. Mafia most likely need a roleblocker, and while role check is decent for figuring out who the next hit will be on, it still doesn't negate public claims. For example, if I am a sane cop, I know there is a 66% chance I can claim and be jailed or protected the following cycle, and there is literally nothing the mafia can do to stop it.
Be a man, Become a Legend. TL Mafia Forum Ask for access!!
GMarshal
Profile Blog Joined March 2010
United States22154 Posts
November 01 2011 15:33 GMT
#22
On November 02 2011 00:30 RebirthOfLeGenD wrote:
Assuming all your set ups have an equal probability, this doesn't seem too balanced. Mafia most likely need a roleblocker, and while role check is decent for figuring out who the next hit will be on, it still doesn't negate public claims. For example, if I am a sane cop, I know there is a 66% chance I can claim and be jailed or protected the following cycle, and there is literally nothing the mafia can do to stop it.

I think to remedy this the mafia rolecop should be a roleblocker.

Problem solved :-P
Moderator
Palmar
Profile Blog Joined July 2010
Iceland22633 Posts
November 01 2011 15:34 GMT
#23
On November 02 2011 00:30 RebirthOfLeGenD wrote:
Assuming all your set ups have an equal probability, this doesn't seem too balanced. Mafia most likely need a roleblocker, and while role check is decent for figuring out who the next hit will be on, it still doesn't negate public claims. For example, if I am a sane cop, I know there is a 66% chance I can claim and be jailed or protected the following cycle, and there is literally nothing the mafia can do to stop it.


http://mafiascum.net/wiki/index.php?title=2of4

I didn't create the setup so I can't comment too much on it's balance, but you have to remember if you do claim day 1 as sane cop, there's only 33% chance that there is a useful doc waiting for you, as the jailor will make you vanilla by protecting you.
Computer says mafia
Palmar
Profile Blog Joined July 2010
Iceland22633 Posts
November 01 2011 15:34 GMT
#24
On November 02 2011 00:33 GMarshal wrote:
Show nested quote +
On November 02 2011 00:30 RebirthOfLeGenD wrote:
Assuming all your set ups have an equal probability, this doesn't seem too balanced. Mafia most likely need a roleblocker, and while role check is decent for figuring out who the next hit will be on, it still doesn't negate public claims. For example, if I am a sane cop, I know there is a 66% chance I can claim and be jailed or protected the following cycle, and there is literally nothing the mafia can do to stop it.

I think to remedy this the mafia rolecop should be a roleblocker.

Problem solved :-P


This creates some weird shit with roleblocker vs roleblocker mechanics, read the mafiascum wiki article.
Computer says mafia
GMarshal
Profile Blog Joined March 2010
United States22154 Posts
Last Edited: 2011-11-01 15:41:06
November 01 2011 15:39 GMT
#25
On November 02 2011 00:34 Palmar wrote:
Show nested quote +
On November 02 2011 00:33 GMarshal wrote:
On November 02 2011 00:30 RebirthOfLeGenD wrote:
Assuming all your set ups have an equal probability, this doesn't seem too balanced. Mafia most likely need a roleblocker, and while role check is decent for figuring out who the next hit will be on, it still doesn't negate public claims. For example, if I am a sane cop, I know there is a 66% chance I can claim and be jailed or protected the following cycle, and there is literally nothing the mafia can do to stop it.

I think to remedy this the mafia rolecop should be a roleblocker.

Problem solved :-P


This creates some weird shit with roleblocker vs roleblocker mechanics, read the mafiascum wiki article.

I have, I don't see the issue they have with it though, scum roleblocker goes before jailor since the jailor is also a protection. Not really an issue, I mean I like the idea of a scum rolecop, but in a setup in which there is a potential for a medic/jailor or worse, both, the scumteam needs a way to suppress them. It also really gives an incentive to avoid claiming

Anyway, I've read 2 of 4 games and they never seemed to run into *too* much trouble, although I feel like they are too blue heavy

EDIT: To be clear, order would be

Scum Roleblock
Protections (medic and jailor) IF the jailor gets his protect off the target is also roleblocked
DT checks
Scum Kills
Moderator
Palmar
Profile Blog Joined July 2010
Iceland22633 Posts
Last Edited: 2011-11-01 15:47:49
November 01 2011 15:46 GMT
#26
On November 02 2011 00:39 GMarshal wrote:
Show nested quote +
On November 02 2011 00:34 Palmar wrote:
On November 02 2011 00:33 GMarshal wrote:
On November 02 2011 00:30 RebirthOfLeGenD wrote:
Assuming all your set ups have an equal probability, this doesn't seem too balanced. Mafia most likely need a roleblocker, and while role check is decent for figuring out who the next hit will be on, it still doesn't negate public claims. For example, if I am a sane cop, I know there is a 66% chance I can claim and be jailed or protected the following cycle, and there is literally nothing the mafia can do to stop it.

I think to remedy this the mafia rolecop should be a roleblocker.

Problem solved :-P


This creates some weird shit with roleblocker vs roleblocker mechanics, read the mafiascum wiki article.

I have, I don't see the issue they have with it though, scum roleblocker goes before jailor since the jailor is also a protection. Not really an issue, I mean I like the idea of a scum rolecop, but in a setup in which there is a potential for a medic/jailor or worse, both, the scumteam needs a way to suppress them. It also really gives an incentive to avoid claiming

Anyway, I've read 2 of 4 games and they never seemed to run into *too* much trouble, although I feel like they are too blue heavy


I'm sticking with the setup, but I love the discussion.

F11 is another similar setup, now TL is definitely not Mafiascum, I think the level of town play here is slightly higher and we know each other very well. But on the other hand, I think TL plays really bad Scum. I have no idea why, since I myself am really bad at scum, but it just seems to me that the general way of playing scum on TL is to sit back and pray town fucks up.

F11 had a win-rate of 40%-ish for town on mafiascum, so they went with 2of4 instead. I like the idea of the setup because it forces mafia to play a very analytical game (you can't just randomly roleblock until someone claims, you should be pro-active in looking for you target), and it might end up in mafia being forced to claim or counter-claim, which I find a fascinating area of the game we don't explore nearly often enough.

In any case, would you take the gamble as a sane cop? Now if you did a good job and found mafia night 1, I'd consider taking the risk day 2. But what if mafia has enough balls to just shoot you? It's a huge can of wifom.
Computer says mafia
GMarshal
Profile Blog Joined March 2010
United States22154 Posts
November 01 2011 15:55 GMT
#27
On November 02 2011 00:46 Palmar wrote:
Show nested quote +
On November 02 2011 00:39 GMarshal wrote:
On November 02 2011 00:34 Palmar wrote:
On November 02 2011 00:33 GMarshal wrote:
On November 02 2011 00:30 RebirthOfLeGenD wrote:
Assuming all your set ups have an equal probability, this doesn't seem too balanced. Mafia most likely need a roleblocker, and while role check is decent for figuring out who the next hit will be on, it still doesn't negate public claims. For example, if I am a sane cop, I know there is a 66% chance I can claim and be jailed or protected the following cycle, and there is literally nothing the mafia can do to stop it.

I think to remedy this the mafia rolecop should be a roleblocker.

Problem solved :-P


This creates some weird shit with roleblocker vs roleblocker mechanics, read the mafiascum wiki article.

I have, I don't see the issue they have with it though, scum roleblocker goes before jailor since the jailor is also a protection. Not really an issue, I mean I like the idea of a scum rolecop, but in a setup in which there is a potential for a medic/jailor or worse, both, the scumteam needs a way to suppress them. It also really gives an incentive to avoid claiming

Anyway, I've read 2 of 4 games and they never seemed to run into *too* much trouble, although I feel like they are too blue heavy


I'm sticking with the setup, but I love the discussion.

F11 is another similar setup, now TL is definitely not Mafiascum, I think the level of town play here is slightly higher and we know each other very well. But on the other hand, I think TL plays really bad Scum. I have no idea why, since I myself am really bad at scum, but it just seems to me that the general way of playing scum on TL is to sit back and pray town fucks up.

F11 had a win-rate of 40%-ish for town on mafiascum, so they went with 2of4 instead. I like the idea of the setup because it forces mafia to play a very analytical game (you can't just randomly roleblock until someone claims, you should be pro-active in looking for you target), and it might end up in mafia being forced to claim or counter-claim, which I find a fascinating area of the game we don't explore nearly often enough.

In any case, would you take the gamble as a sane cop? Now if you did a good job and found mafia night 1, I'd consider taking the risk day 2. But what if mafia has enough balls to just shoot you? It's a huge can of wifom.


What! You dare stick with a setup I don't entirely agree with! This means WAR!

Seriously though 2 of 4 seems to work, although you need to consider that mafiascum has pretty bad towns, for example the mountanous setup, witch is 10 town 2 scum has a 30% town win rate. I think that with two blues the scumteam is going to be fighting an uphill battle, but I'm in favor of any setup that keeps active players alive. I still dislike cops, so I would love to throw in a miller instead of one of the VTs, simply to give scum a chance to squirm out of a check. Ether that or maybe consider making one of the scum a framer in setups that have DTs.

Just random thoughts because I'm bored.
Moderator
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
November 01 2011 16:05 GMT
#28
Why the heck the site is so huge now
/in
I work alone. // Visit TL Mafia subforum!
Palmar
Profile Blog Joined July 2010
Iceland22633 Posts
Last Edited: 2011-11-01 16:16:52
November 01 2011 16:07 GMT
#29
On November 02 2011 00:55 GMarshal wrote:
Show nested quote +
On November 02 2011 00:46 Palmar wrote:
On November 02 2011 00:39 GMarshal wrote:
On November 02 2011 00:34 Palmar wrote:
On November 02 2011 00:33 GMarshal wrote:
On November 02 2011 00:30 RebirthOfLeGenD wrote:
Assuming all your set ups have an equal probability, this doesn't seem too balanced. Mafia most likely need a roleblocker, and while role check is decent for figuring out who the next hit will be on, it still doesn't negate public claims. For example, if I am a sane cop, I know there is a 66% chance I can claim and be jailed or protected the following cycle, and there is literally nothing the mafia can do to stop it.

I think to remedy this the mafia rolecop should be a roleblocker.

Problem solved :-P


This creates some weird shit with roleblocker vs roleblocker mechanics, read the mafiascum wiki article.

I have, I don't see the issue they have with it though, scum roleblocker goes before jailor since the jailor is also a protection. Not really an issue, I mean I like the idea of a scum rolecop, but in a setup in which there is a potential for a medic/jailor or worse, both, the scumteam needs a way to suppress them. It also really gives an incentive to avoid claiming

Anyway, I've read 2 of 4 games and they never seemed to run into *too* much trouble, although I feel like they are too blue heavy


I'm sticking with the setup, but I love the discussion.

F11 is another similar setup, now TL is definitely not Mafiascum, I think the level of town play here is slightly higher and we know each other very well. But on the other hand, I think TL plays really bad Scum. I have no idea why, since I myself am really bad at scum, but it just seems to me that the general way of playing scum on TL is to sit back and pray town fucks up.

F11 had a win-rate of 40%-ish for town on mafiascum, so they went with 2of4 instead. I like the idea of the setup because it forces mafia to play a very analytical game (you can't just randomly roleblock until someone claims, you should be pro-active in looking for you target), and it might end up in mafia being forced to claim or counter-claim, which I find a fascinating area of the game we don't explore nearly often enough.

In any case, would you take the gamble as a sane cop? Now if you did a good job and found mafia night 1, I'd consider taking the risk day 2. But what if mafia has enough balls to just shoot you? It's a huge can of wifom.


What! You dare stick with a setup I don't entirely agree with! This means WAR!

Seriously though 2 of 4 seems to work, although you need to consider that mafiascum has pretty bad towns, for example the mountanous setup, witch is 10 town 2 scum has a 30% town win rate. I think that with two blues the scumteam is going to be fighting an uphill battle, but I'm in favor of any setup that keeps active players alive. I still dislike cops, so I would love to throw in a miller instead of one of the VTs, simply to give scum a chance to squirm out of a check. Ether that or maybe consider making one of the scum a framer in setups that have DTs.

Just random thoughts because I'm bored.


Those were exactly my thoughts, I did wonder when I first read the setup "isn't that really good for town?". And yes, Mafiascum towns are pretty bad. (In fact, TL towns are the only towns I've every seen that are relatively good).

And then there is the issue with those random-open setups, which is the difference in balance depending on mod-roll, F11 was even worse in that respect (VT game vs a cop/doc game are vastly different).

We might have to add a miller to the TL version of 2of4. I also had a crazy idea of simply not telling the mafia who their teammate is and giving the goon a gun. If the goon dies, the role cop gets a gun. For some reason TL seems to do okay as 3rd party and not scum. But I feel it's too themed (and similar to sleeper cell, which I hope will be hosted again in the future).

We also have the possibility of replacing the Cop out of the cop/doc combination with a parity cop, because really, a cop+jailkeeper is not OP, it's only cop+doc that breaks the game. with a parity cop it reduces their investigative power by at least one night. Only problem with this is that the parity cop immediately knows the setup.

Or we could just replace all town cops in the 2of4 with parity cops.

Edit: I'm actually just going to do that, as I also realize 2of4 is a newbie setup, but we have many experienced players in this game. And I like parity cops because it forces the cop to be really analytical.


Computer says mafia
GMarshal
Profile Blog Joined March 2010
United States22154 Posts
November 01 2011 16:19 GMT
#30
On November 02 2011 01:07 Palmar wrote:
Show nested quote +
On November 02 2011 00:55 GMarshal wrote:
On November 02 2011 00:46 Palmar wrote:
On November 02 2011 00:39 GMarshal wrote:
On November 02 2011 00:34 Palmar wrote:
On November 02 2011 00:33 GMarshal wrote:
On November 02 2011 00:30 RebirthOfLeGenD wrote:
Assuming all your set ups have an equal probability, this doesn't seem too balanced. Mafia most likely need a roleblocker, and while role check is decent for figuring out who the next hit will be on, it still doesn't negate public claims. For example, if I am a sane cop, I know there is a 66% chance I can claim and be jailed or protected the following cycle, and there is literally nothing the mafia can do to stop it.

I think to remedy this the mafia rolecop should be a roleblocker.

Problem solved :-P


This creates some weird shit with roleblocker vs roleblocker mechanics, read the mafiascum wiki article.

I have, I don't see the issue they have with it though, scum roleblocker goes before jailor since the jailor is also a protection. Not really an issue, I mean I like the idea of a scum rolecop, but in a setup in which there is a potential for a medic/jailor or worse, both, the scumteam needs a way to suppress them. It also really gives an incentive to avoid claiming

Anyway, I've read 2 of 4 games and they never seemed to run into *too* much trouble, although I feel like they are too blue heavy


I'm sticking with the setup, but I love the discussion.

F11 is another similar setup, now TL is definitely not Mafiascum, I think the level of town play here is slightly higher and we know each other very well. But on the other hand, I think TL plays really bad Scum. I have no idea why, since I myself am really bad at scum, but it just seems to me that the general way of playing scum on TL is to sit back and pray town fucks up.

F11 had a win-rate of 40%-ish for town on mafiascum, so they went with 2of4 instead. I like the idea of the setup because it forces mafia to play a very analytical game (you can't just randomly roleblock until someone claims, you should be pro-active in looking for you target), and it might end up in mafia being forced to claim or counter-claim, which I find a fascinating area of the game we don't explore nearly often enough.

In any case, would you take the gamble as a sane cop? Now if you did a good job and found mafia night 1, I'd consider taking the risk day 2. But what if mafia has enough balls to just shoot you? It's a huge can of wifom.


What! You dare stick with a setup I don't entirely agree with! This means WAR!

Seriously though 2 of 4 seems to work, although you need to consider that mafiascum has pretty bad towns, for example the mountanous setup, witch is 10 town 2 scum has a 30% town win rate. I think that with two blues the scumteam is going to be fighting an uphill battle, but I'm in favor of any setup that keeps active players alive. I still dislike cops, so I would love to throw in a miller instead of one of the VTs, simply to give scum a chance to squirm out of a check. Ether that or maybe consider making one of the scum a framer in setups that have DTs.

Just random thoughts because I'm bored.


Those were exactly my thoughts, I did wonder when I first read the setup "isn't that really good for town?". And yes, Mafiascum towns are pretty bad. (In fact, TL towns are the only towns I've every seen that are relatively good).

And then there is the issue with those random-open setups, which is the difference in balance depending on mod-roll, F11 was even worse in that respect (VT game vs a cop/doc game are vastly different).

We might have to add a miller to the TL version of 2of4. I also had a crazy idea of simply not telling the mafia who their teammate is and giving the goon a gun. If the goon dies, the role cop gets a gun. For some reason TL seems to do okay as 3rd party and not scum. But I feel it's too themed (and similar to sleeper cell, which I hope will be hosted again in the future).

We also have the possibility of replacing the Cop out of the cop/doc combination with a parity cop, because really, a cop+jailkeeper is not OP, it's only cop+doc that breaks the game. with a parity cop it reduces their investigative power by at least one night. Only problem with this is that the parity cop immediately knows the setup.

Or we could just replace all town cops in the 2of4 with parity cops.


I dislike the idea of making the scumteam not know each other, too theme as you said, and it removes the communication/coordination advantage, which is what scumteams now days seem to be failing to exploit. I really like the idea of replacing the cops with parity cops, which weakens the cop somewhat, I also suggest you make him unable to check himself, just to make the role more interesting.

I'd still like to see a framer or miller but that's a personal preference, parity cop would work nicely too, and I'm not sure if both parity cop and miller together make the cop too weak of a role.
Moderator
Palmar
Profile Blog Joined July 2010
Iceland22633 Posts
Last Edited: 2011-11-01 16:36:05
November 01 2011 16:32 GMT
#31
On November 02 2011 01:19 GMarshal wrote:
Show nested quote +
On November 02 2011 01:07 Palmar wrote:
On November 02 2011 00:55 GMarshal wrote:
On November 02 2011 00:46 Palmar wrote:
On November 02 2011 00:39 GMarshal wrote:
On November 02 2011 00:34 Palmar wrote:
On November 02 2011 00:33 GMarshal wrote:
On November 02 2011 00:30 RebirthOfLeGenD wrote:
Assuming all your set ups have an equal probability, this doesn't seem too balanced. Mafia most likely need a roleblocker, and while role check is decent for figuring out who the next hit will be on, it still doesn't negate public claims. For example, if I am a sane cop, I know there is a 66% chance I can claim and be jailed or protected the following cycle, and there is literally nothing the mafia can do to stop it.

I think to remedy this the mafia rolecop should be a roleblocker.

Problem solved :-P


This creates some weird shit with roleblocker vs roleblocker mechanics, read the mafiascum wiki article.

I have, I don't see the issue they have with it though, scum roleblocker goes before jailor since the jailor is also a protection. Not really an issue, I mean I like the idea of a scum rolecop, but in a setup in which there is a potential for a medic/jailor or worse, both, the scumteam needs a way to suppress them. It also really gives an incentive to avoid claiming

Anyway, I've read 2 of 4 games and they never seemed to run into *too* much trouble, although I feel like they are too blue heavy


I'm sticking with the setup, but I love the discussion.

F11 is another similar setup, now TL is definitely not Mafiascum, I think the level of town play here is slightly higher and we know each other very well. But on the other hand, I think TL plays really bad Scum. I have no idea why, since I myself am really bad at scum, but it just seems to me that the general way of playing scum on TL is to sit back and pray town fucks up.

F11 had a win-rate of 40%-ish for town on mafiascum, so they went with 2of4 instead. I like the idea of the setup because it forces mafia to play a very analytical game (you can't just randomly roleblock until someone claims, you should be pro-active in looking for you target), and it might end up in mafia being forced to claim or counter-claim, which I find a fascinating area of the game we don't explore nearly often enough.

In any case, would you take the gamble as a sane cop? Now if you did a good job and found mafia night 1, I'd consider taking the risk day 2. But what if mafia has enough balls to just shoot you? It's a huge can of wifom.


What! You dare stick with a setup I don't entirely agree with! This means WAR!

Seriously though 2 of 4 seems to work, although you need to consider that mafiascum has pretty bad towns, for example the mountanous setup, witch is 10 town 2 scum has a 30% town win rate. I think that with two blues the scumteam is going to be fighting an uphill battle, but I'm in favor of any setup that keeps active players alive. I still dislike cops, so I would love to throw in a miller instead of one of the VTs, simply to give scum a chance to squirm out of a check. Ether that or maybe consider making one of the scum a framer in setups that have DTs.

Just random thoughts because I'm bored.


Those were exactly my thoughts, I did wonder when I first read the setup "isn't that really good for town?". And yes, Mafiascum towns are pretty bad. (In fact, TL towns are the only towns I've every seen that are relatively good).

And then there is the issue with those random-open setups, which is the difference in balance depending on mod-roll, F11 was even worse in that respect (VT game vs a cop/doc game are vastly different).

We might have to add a miller to the TL version of 2of4. I also had a crazy idea of simply not telling the mafia who their teammate is and giving the goon a gun. If the goon dies, the role cop gets a gun. For some reason TL seems to do okay as 3rd party and not scum. But I feel it's too themed (and similar to sleeper cell, which I hope will be hosted again in the future).

We also have the possibility of replacing the Cop out of the cop/doc combination with a parity cop, because really, a cop+jailkeeper is not OP, it's only cop+doc that breaks the game. with a parity cop it reduces their investigative power by at least one night. Only problem with this is that the parity cop immediately knows the setup.

Or we could just replace all town cops in the 2of4 with parity cops.


I dislike the idea of making the scumteam not know each other, too theme as you said, and it removes the communication/coordination advantage, which is what scumteams now days seem to be failing to exploit. I really like the idea of replacing the cops with parity cops, which weakens the cop somewhat, I also suggest you make him unable to check himself, just to make the role more interesting.

I'd still like to see a framer or miller but that's a personal preference, parity cop would work nicely too, and I'm not sure if both parity cop and miller together make the cop too weak of a role.


I took him not being able to target self as a given. EDIT: added it to the OP

I'm not sure about framers and millers, for some reason I've always been extremely reluctant to use them a lot in games, but I also share your dislike for cops. I have created a weird version of this game btw, which was 2of4 vet/cop/doc/vigi.

for newbies, 2of4 stands for "2 out of those 4 roles"

In our current game, there are 7 guaranteed roles (goon, scumcop and 5 townies).

And then there are two out of the following four (hence the name, 2of4): VT, parity cop, Doc, Jailor
Computer says mafia
iGrok
Profile Blog Joined October 2010
United States5142 Posts
November 01 2011 16:41 GMT
#32
/in
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
hyshes
Profile Joined December 2010
Belgium428 Posts
November 01 2011 16:52 GMT
#33
/in

do we choose our own teams or do we get them from the hosts?
How does liquid slide? Liquid horns Hero after the synonym. How can Hero return beside the driver? The moving feat expenses the mortal. Will Hero pause?
Palmar
Profile Blog Joined July 2010
Iceland22633 Posts
Last Edited: 2011-11-01 16:55:03
November 01 2011 16:54 GMT
#34
On November 02 2011 01:52 hyshes wrote:
/in

do we choose our own teams or do we get them from the hosts?


I assign the teams.

Edit, also you already signed up and I already added you to the list lol.
Computer says mafia
GMarshal
Profile Blog Joined March 2010
United States22154 Posts
November 01 2011 16:57 GMT
#35
On November 02 2011 01:54 Palmar wrote:
Show nested quote +
On November 02 2011 01:52 hyshes wrote:
/in

do we choose our own teams or do we get them from the hosts?


I assign the teams.

Edit, also you already signed up and I already added you to the list lol.

Are you going to do the assignments by RNG or by picking and choosing? (idle curiosity, you don't have to answer if you don't want to, I just want to know who to blame when I'm assigned my team, whether you or the dice :-P)
Moderator
Palmar
Profile Blog Joined July 2010
Iceland22633 Posts
November 01 2011 17:05 GMT
#36
On November 02 2011 01:57 GMarshal wrote:
Show nested quote +
On November 02 2011 01:54 Palmar wrote:
On November 02 2011 01:52 hyshes wrote:
/in

do we choose our own teams or do we get them from the hosts?


I assign the teams.

Edit, also you already signed up and I already added you to the list lol.

Are you going to do the assignments by RNG or by picking and choosing? (idle curiosity, you don't have to answer if you don't want to, I just want to know who to blame when I'm assigned my team, whether you or the dice :-P)


Combination, I'll probably RNG it, but maybe break up these two types of teams.

a) 2 very strong vets together (like 2 best players in the game in a team).

This opens up a very nasty "you should be dead so you're scum" can of worms, I don't want people trying to use that kind of arguments. If you're town you get either shot by mafia or no one trusts you because you didn't get shot, or if you're scum you'll get hanged eventually just because you're not dead, especially if a doc flips.

b) 2 very new players together

Mostly because the best way to integrate people into our community is to have them interact with older members!

But take note:

I won't balance the setup, only the teams. What teams end up as what role will be completely left to RNG.
Computer says mafia
GreYMisT
Profile Blog Joined October 2010
United States6736 Posts
November 01 2011 17:14 GMT
#37
Me and gmarshal should unite as a team and use our vast knowledge of ponies to eliminate all who oppose us in this world
"life of lively to live to life of full life thx to shield battery" / Join TL Mafia! http://www.teamliquid.net/forum/index.php?show_part=31
prplhz
Profile Blog Joined November 2010
Denmark8045 Posts
November 01 2011 17:29 GMT
#38
so we hydra up and then we make a new user that we both will use for the duration of this game? preferably an unholy union of the nicks?
http://i.imgur.com/M7t7egx.png
redFF
Profile Blog Joined November 2010
United States3910 Posts
November 01 2011 17:44 GMT
#39
I just realised this could be great for a larger game with noob/experienced player to get a bunch of new people.
VisceraEyes
Profile Blog Joined October 2010
United States21171 Posts
November 01 2011 17:47 GMT
#40
/sitout with my shit out.
if I had to describe his playstyle, it'd be a coked up rabbit with the attention of a goldfish injecting caffeine into himself directly through an IV drip. it's like a reel of random animated shorts where things just blow up randomly
Prev 1 2 3 4 5 80 81 82 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Weekly
11:00
WardiTV Mondays #95
IntoTheiNu 1314
WardiTV992
TKL 315
Rex154
CranKy Ducklings60
CranKy Ducklings SOOP12
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Ryung 406
TKL 315
SHIN 246
herO (SOOP) 226
Rex 154
StarCraft: Brood War
Calm 7756
Bisu 2473
Sea 2259
Shuttle 1585
Jaedong 837
Mini 496
firebathero 453
Hyuk 377
EffOrt 365
Soma 347
[ Show more ]
Larva 257
Snow 251
Light 249
Stork 244
Soulkey 209
BeSt 196
ggaemo 193
ZerO 138
Rush 94
sorry 60
ToSsGirL 52
PianO 50
Free 49
Pusan 46
JYJ 43
[sc1f]eonzerg 41
910 33
soO 31
scan(afreeca) 31
Movie 30
sSak 28
yabsab 26
hero 23
Sexy 23
Aegong 19
Icarus 19
Hm[arnc] 18
Killer 18
Barracks 15
Bale 15
IntoTheRainbow 14
GoRush 12
Shine 11
Rock 10
Terrorterran 6
Dota 2
Gorgc6345
Dendi520
syndereN131
Counter-Strike
byalli300
x6flipin270
markeloff130
Other Games
singsing1765
B2W.Neo582
hiko461
Lowko423
crisheroes254
Liquid`VortiX113
amsayoshi38
RuFF_SC223
ZerO(Twitch)15
Organizations
Other Games
gamesdonequick2727
BasetradeTV263
StarCraft: Brood War
lovetv 12
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• mYiSmile112
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis1942
• TFBlade822
• HappyZerGling97
Upcoming Events
The PondCast
20h 45m
Replay Cast
1d 19h
CrankTV Team League
1d 21h
Replay Cast
2 days
CrankTV Team League
2 days
Replay Cast
3 days
RSL Revival
3 days
Clem vs Lambo
Scarlett vs Cure
CranKy Ducklings
3 days
IPSL
4 days
Dragon vs Hawk
RSL Revival
4 days
Classic vs Trap
herO vs SHIN
[ Show More ]
Sparkling Tuna Cup
4 days
IPSL
5 days
Bonyth vs Ret
WardiTV Weekly
5 days
Monday Night Weeklies
6 days
Liquipedia Results

Completed

YSL S3
HSC XXIX
Eternal Conflict S2 E2

Ongoing

IPSL Spring 2026
Acropolis #4
CSL 2026 Summer (S21)
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

Escore Tournament S3: W3
ASL S22 SEASON OPEN Day 1
Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.