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TL Mafia LXX: Guardians of the Galaxy - Page 2

Forum Index > TL Mafia
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Blazinghand *
Profile Blog Joined December 2010
United States25553 Posts
April 02 2015 23:34 GMT
#8652
stand by and stop posting.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Blazinghand *
Profile Blog Joined December 2010
United States25553 Posts
April 02 2015 23:36 GMT
#8653
Time Cycle Change

Last night, HTS called for votes on whether to shorten the time cycle based on the requests received.

The vote was unanimous in favour and effective today (Day 6), the day cycle has been shortened to 24 hours, onward.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Blazinghand *
Profile Blog Joined December 2010
United States25553 Posts
April 02 2015 23:36 GMT
#8654
Day 6




"The only matter I do not take seriously, boy, is you.
Your politics BORE me.
Your behaviour is like that of a pouty child.
And apparently you alienated my favourite daughter Gamora.

I shall honour our agreement, Kree, if you bring me the orb.
But return to me again empty handed and I shall bathe the starways in your blood!"


Vivax, as Drax the Destroyer (Town Vigilante) was obliterated.

Day 6 has begun.



Day 6 ends in 23.5 hours at 23:00 GMT (+00:00)
At that time, the player with the most votes gets lynched.
The voting thread is located here.
Countdown:
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Blazinghand *
Profile Blog Joined December 2010
United States25553 Posts
April 05 2015 06:15 GMT
#8955
Day 7: Current Vote Count

Fecalfeast (3): Toadesstern, Onegu, Trfel
Onegu (2): Fecalfeast, sicklucker

Not Voting (1): Damdred

Currently, Fecalfeast is set to be executed. Day 7 ends in at 23:00 GMT (+00:00).

Reminder to make sure to unvote before voting, if you have already voted someone.

Voting is mandatory and in this thread. You may NOT abstain.

Posting after the deadline and prior to flip is subject to a modkill.

When you stare into the iCCup, the iCCup stares back.
TL+ Member
Blazinghand *
Profile Blog Joined December 2010
United States25553 Posts
April 06 2015 14:42 GMT
#9176
Hi! I'm BH and I balanced this setup. I'm around to answer.questions
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Blazinghand *
Profile Blog Joined December 2010
United States25553 Posts
April 06 2015 15:58 GMT
#9178
The trick for me is to live in my parent's basement and only leave for meals my mom makes
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Blazinghand *
Profile Blog Joined December 2010
United States25553 Posts
April 06 2015 17:05 GMT
#9182
So to go over what we talked about for this setup....

+ Show Spoiler +
http://i.imgur.com/rPwNlr8.png


Seriously though, we faced 2 major challenges with this setup. first, we had 20 players, which is an awkward number of players to have-- a little too much for 4 mafia, a little too small for 5 mafia. With 4 mafia and 3 kp and delivery restrictions on kp count, and no PR problems, with all mislynches you get:

D1 16-4
D2 12-4
D3 8-4 LYLO (All lynches from here go 5-3, 3-2, 2-1 LYLO)

so you could plausibly use that setup, giving town 3 mislynches to mafia's 4 members, which is not how you want to do it. If you reduced scum's KP to like, 3-2-2-2 or "3 on day 1, 2 on the rest" or something, it would be balanceable. The downside is it becomes kinda a swingy shitfest and there's big opportunities for PRs to make big changes, since if you knock off one or two mafia early on it becomes super impossible for mafia. I think high KP, huge town, small mafia is not the way to go in terms of "fun", even if it's balanced. We could try a different KP scaling, like 3 - 2 - 2 - 2 instead of 3 - 3 - 2 - 1 and try to give mafia some tweaks to balance it but no matter what, if you don't include 3p and you have 16-4 as your setup,

So we decided to go for 15 town, 5 mafia and give mafia much fewer kp. Instead of giving mafia 3 kp or a way to keep 2 kp for a long time, we had mafia have 2 kp during N1 and N2, then 1 kp the rest of the game. N1 or N2 mafia is almost certainly gonna get at least ONE kill this way, and by the time mafia's down to 1 kp they could lean on their RB to avoid medic saves. Since mafia starts off as a big proportion of the town we're also making sure they don't get lots of kills to keep things balanced.

Assuming the town vigi misses, we get:

D1 16-4 (mislynch, scum shoots 2x town, town shoots town)
D2 12-4 (mislynch, scum shoots 2x town)
D3 9-4 (mislynch, scum shoots 1x town)
D4 7-4 (mislynch, scum shoots 1x town)
D5: 5-4 LYLO

So, there are advantages and disadvantages to this setup. First off, it gives town tons of bites at the apple, which is great. However, there aren't big rewards for town lynching scum-- scum's KP declines basically regardless. On the other hand, it's less swingy-- if town fucks up and mislynches 2 times in a row, it's still plausible town can win, scum's KP drops to 1 anyways. The game will always advance in a somewhat predictable way in this game, since KP is a function of turn rather than position

I like it because it basically requires the game be a particular length, and isn't unusually swingy or punishing.

In terms of blue roles, you'll note that town had few powerful blue roles. Town's blue setup:

Vigi (Vivax)
Jailer (Rso)
Aware Sane Cop (ExO_)
Veteran (Trfel)
The Orb

I consider 1-shot Vigi, Jailer (especially if mafia deliver KP), and Aware Sane Cop to all be premium-tier blue roles, the kind that on their own can single-handedly turn the tide of games and win for town. Veteran is a medium-tier blue role, the kind that can make a difference but relies on the individual player's ability to catch scum in-thread rather than the actual night actions to make a difference.

The Orb is basically a JOAT with a slight nerf-- it can fall into scum hands. There's a mild buff in that you can claim Orb after you've had it, whereas JOATs can't really do this without getting RBed / shot, so maybe it balances out, but I figured I'd treat the Orb basically as a JOAT, which is a premium-tier blue role when it includes a cop check or vigi shot.

So town has basically 4 premium-tier blue roles and a veteran vs 5 scum, which comes out about right.

Scum We gave a GF, a RB, and a Miller, which I think is pretty normal for a game of this size. We also gave scum a Rolecop, to give them a better chance of hunting town blue roles, since with only 1 kp they could be (and were, in fact) vulnerable to the Jailer and Veteran blocking their shots and causing deathless nights. Rolecop is a good solution because it doesn't direclty harm town, it only gives scum beter blue hunting.


Some changes I'd consider for a future 20 person game: If you have to keep the orb, that's fine, but swap out the Veteran for a 1-shot blue role like 1-shot cop, 1-shot tracker, etc. In terms of B-rank power roles, Veteran is fine, but Veteran AND Jailer seemed to be a bit too much for scum. something non-protecting might be better. Maybe split one of the premium tier roles into two smaller roles, like break the jailer into a town roleblocker and a town 1-shot doctor, or something. Either way, include more "small" roles in the OP, so that mafia has more claim options. claiming Doctor is hard, claiming 1-shot doctor is easier though, and won't disrupt people's perceptions of game balance as much.


Overall: I think this was a typical, well-balanced BH setup. some unexpected things happened, namely, scum Palmar getting shot by his teammate SL. At the start of D3 I thought town was in a really good spot, especially with rayn/ritoky as a fairly easy lynch. Toad really pulled through, though, and the sheer audacity of SL shooting Palmar kept him in the clear.

I think the Breshke and FecalFeast lynches weren't amazing, but these things happen, especially against a strong scumteam. Trfel did a good job of not getting lynched but should have tried to step into a leadership role after N4 when he took a bullet. As conftown he had a chance to make a difference.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
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