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Only in the sense of what you consider the "core". Interpreting Night Actions is part of Mafia just like using projectiles/items is part of the core of Smash.So essentially what you're saying is that mafia is Metaknight?
I knew I was correct in my analogies.
No, not outplay. Overcome. There's a stark difference between the two. It's one thing to start a baseball game at 0-0 and then be down 0-3 in the 3rd inning and having to overcome your opponent. That's an earned advantage they have.Gheb said:Town has to outplay the opposing factions in order to win ... OUTRAGEOUS.
This. So much this.They are if you're looking for a strictly balanced game given a finite set of numbers. If you played a game of 12 players with 3 scum goons and 9 VTs, you'd lose two people every revolution. 12 on D1 to 10 D2, to 8, to 6, to 4 on D5 for Lylo. This gives you 5 chances to kill 3 players, meaning you can only mess up twice unless you get a chain going. Given optimal play by scum, D1 should result in a town lynch nearly 100% of the time. Unless scum messes up there really ISN'T a possibility of town "catching scum". You have no evidence or history, so its just blind luck unless you know the player personally (which can't be something you account for in balance) or the scum member makes a large mistake.
Your only options in scenarios such as that are to either A) add something like a Doctor or B) add more town players. Power Roles just fit better than mathematically finding a middle ground.
Although it would be interesting to have like a 50 man mafia game of nothing but VTs with maybe 6 mafia goons go on for a year.
I forget where it was, I think mafiascum, sighted and proven with results that all VT games were resulting in a larger win for scum % wise over town.
Even looking at it I can completely understand why.
Guys, the mafia win % has to be higher than the towns win %. If it isn't than town could literally just random lynch the entire game and win more than half the time. Mafia balance 101Just run the random-lynching numbers.
I don't mean numbers-wise winning 50% of the time. I mean actual win % at the end of the game winning 50% of the time. As in if town and mafia both play a good game town and mafia both win equally.50% of the time -_-
you don't want town to be able to random lynch and win half the time...
I thoguht about how it'd be possible. Determined that the only way to really do it would be to give everyone a piece of paper where they were forced to write down their top scum picks each Night. Scum would instead be writing their Night actions down. Everyone's name on the top of the paper/index card. I take it back up, tally night results, reveal.The idea of playing an OS mafia game IRL sounds so exciting to me. It'd be stupid to mod, but a helluva good time!
Well, the existence of PRs means that this isn't even a question, random lynches will never produce a 50% winrate in a balanced PR game.Guys, the mafia win % has to be higher than the towns win %. If it isn't than town could literally just random lynch the entire game and win more than half the time. Mafia balance 101
a 50/50 split win % is skewed in towns favor (imo)
No, because if this was true Town should just use a random lynch method and they'd win more than 50% of games on average.Because of this, and scum's natural advantage, you need to tilt the game beyond 50% town win rate in a game without PRs, otherwise scum will win 90% of the games at least.
Adum I think what Mac is saying is that games shouldn't be balanced to the point where Town win 50% of the time by random lynching. Like, if you run a computer simulation in which all lynches/night kills and power roles are randomized, if a game is about 50/50 for either side in reality it is imbalanced in scums favour.
In theory random lynching should result in scum winning most of the time if a game is properly balanced. That's the point of Town having to generate information during the day; to try and overcome the natural scum advantage through scum hunting and what not.
And the fact that to be balanced to the point of being reasonable for town to win, mountainous requires town to be significantly ahead in terms of odds of random-lynching, is exactly why mountainous seems to be a poor setup.No, because if this was true Town should just use a random lynch method and they'd win more than 50% of games on average.
I'm not sure what you're arguing. Random role use should result in Town winning the majority of the time? How?! A cop or vigilante or doc should NEVER pick their targets randomly. Information should almost always result in Town PR's making better choices. I can see why Scum would NK randomly, but a Town PR acting randomly is basically a complete shot in the dark with a very low chance of success.The thing is, that just like town can work to overcome it, good scumplay makes it more confusing. Scum can generate information too, information that misleads town, and they have a large advantage in doing so.
Saying that scum should be able to win when they play significantly worse then town is simply not acceptable in a skill-based game, scum should have to outplay town.
So random lynches should not result in town winning the majority of the time, random role use however should. This is because you can't optimize it due to it requiring trust, also it significantly changes the relative power of certain roles, specifically protective roles.
In the same way that Mafia can reduce the odds of Town winning by playing smart. You claim earlier that Mafia have a large advantage in being able to generate misinformation. Why should Towns allow that if they already have a decent shot (50/50) at winning?And keep in mind, why would I random lynch for a 50% win if I could play it out for better then 50%?
Could you link to this mountainous set up? I'm not sure what it is.And the fact that to be balanced to the point of being reasonable for town to win, mountainous requires town to be significantly ahead in terms of odds of random-lynching, is exactly why mountainous seems to be a poor setup.
What I'm arguing is that power roles are more about statistical odds of success when added or removed from a game, because they CAN'T be randomly plotted effectively.I'm not sure what you're arguing. Random role use should result in Town winning the majority of the time? How?! A cop or vigilante or doc should NEVER pick their targets randomly. Information should almost always result in Town PR's making better choices. I can see why Scum would NK randomly, but a Town PR acting randomly is basically a complete shot in the dark with a very low chance of success.
Because individual skill overcomes the inherent advantages in the setup. Just because scum have an inherent advantage in the day phase doesn't meanIgnoring power roles, the Day phase is Town's ONLY method of generating intelligent information. If scum win around 60% of games through random lynching, then it's in Town's interest to scum hunt and generate information. However if they have a 50% chance of winning, why potentially jeopardize that win ratio and play into scums hands? This is why random lynching should always favour scum, even if only slightly.
I think that's obvious, and no I would not call this balanced.Maybe we have different opinions of what is balanced, but something like Vengeful Mafia is what I consider balanced when played in a forum mafia scenario, and if it's played randomly scum win's 60% of the time.
[collapse=Vengeful]Assuming all lynch and vengeance decisions are made randomly, mafia will win 60% of games and town will win 40%.
The mafia's win odds are:
20% chance of godfather lynch D1 * 0% chance of mafia win in this case +
20% chance of second mafia lynch D1 * 75% chance to survive final four * 67% chance to survive final three +
60% chance of townie lynch D1 *
(50% chance of vig kill targeting a townie +
50% chance of vig kill targeting mafia * 67% chance to survive final three)[/collapse]
Again, because skill of the players trumps natural advantages of the faction.In the same way that Mafia can reduce the odds of Town winning by playing smart. You claim earlier that Mafia have a large advantage in being able to generate misinformation. Why should Towns allow that if they already have a decent shot (50/50) at winning?
Yes, and the win % changes for the mafia member as the game goes on given the real state of the game. Given a mathematical model of 9v1 or 4v1, they aren't assuming 9v1 to 8v1 to 7v1 etc., etc., they're assuming the game in its entirety.But wouldn't 9v1 eventually result in 4v1 :v (if mafia is indeed on the path to victory)
Only had a quick skim, but I find it funny that the model doesn't account for a MYLO strategy of No Lynching to change the probability of lynching scum from 1/4 to 1/3 .Also, fun thing:
4 town and 1 mafia member gives mafia a 0.375% chance to win
9 town and 1 mafia member gives mafia a 0.406% chance to win
Plan what you can, but your optimal night action will often be dictated but he day just gone. I had most of my night actions planned since D1 in Britches but I marker so had to.Different subject; do any of you guys plan far ahead as either alignment (past night kills/night actions)? I kinda work very impulsively as either alignment and post whatever I "feel" is approperiate etc. So, hbu?