• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 11:20
CET 17:20
KST 01:20
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
What's the best tug of war? The Grack before Christmas Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2?
Tourneys
OSC Season 13 World Championship $5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow Sparkling Tuna Cup - Weekly Open Tournament Winter Warp Gate Amateur Showdown #1
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Recommended FPV games (post-KeSPA) BW General Discussion FlaSh on: Biggest Problem With SnOw's Playstyle soO on: FanTaSy's Potential Return to StarCraft
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] LB QuarterFinals - Sunday 21:00 CET [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile General RTS Discussion Thread
Dota 2
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 Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread How Does UI/UX Design Influence User Trust? Things Aren’t Peaceful in Palestine
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced Where to ask questions and add stream?
Blogs
National Diversity: A Challe…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2266 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 States21170 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
Next event in 40m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SKillous 158
Livibee 149
RotterdaM 125
BRAT_OK 99
mouzStarbuck 85
MindelVK 10
StarCraft: Brood War
Sea 4883
Rain 4547
EffOrt 839
Shuttle 506
ggaemo 318
Mini 208
Snow 187
firebathero 180
Barracks 124
Sharp 122
[ Show more ]
hero 103
Hyun 75
JYJ 74
Sea.KH 57
Terrorterran 36
Sexy 25
zelot 21
yabsab 20
SilentControl 11
Shine 11
Bale 8
JulyZerg 7
HiyA 7
Dota 2
qojqva5256
XcaliburYe758
Fuzer 200
League of Legends
Trikslyr27
Counter-Strike
zeus1506
edward230
Heroes of the Storm
Khaldor207
Other Games
singsing2111
B2W.Neo1011
Mlord384
crisheroes365
XaKoH 118
DeMusliM114
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Light_VIP 50
• HeavenSC 23
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 12
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2116
Upcoming Events
Big Brain Bouts
40m
Elazer vs Nicoract
Reynor vs Scarlett
Replay Cast
8h 40m
Sparkling Tuna Cup
1d 17h
Krystianer vs TBD
TriGGeR vs SKillous
Percival vs TBD
ByuN vs Nicoract
OSC
2 days
Replay Cast
2 days
Wardi Open
2 days
OSC
3 days
Solar vs MaxPax
ByuN vs Krystianer
Spirit vs TBD
OSC
6 days
Liquipedia Results
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 © 2025 TLnet. All Rights Reserved.