S-FM 348: Standoff - Page 20
Register

User Tag List

Results 951 to 1,000 of 1619

Threaded View

  1. ISO #1

    S-FM 348: Standoff


    Host ISO Player Role (time of death)
    ISO Deathworlds
    ISO ikarusdk Bartender (SoD3)
    ISO Loldebite
    ISO Marshmallow Marshall
    ISO Mizery
    ISO powerofdeath Citizen (EoD1)
    ISO Varcron Chemist (SoD2)
    ISO Vittae

    Additional notes:
    Majority is enabled per request. 51% of the votes will mean a wagon is hammered and the vote bot will come in and lock the thread. I will likely process the hammer the next time it is 7pm EST, unless I am busy.

    Ties are decided by the loyalist/mafia's vote if and only if they did not split their own votes AND the resulting elimination would end the game in their favor. Otherwise RNG.

    Votes to skip/sleep work like any other vote. I normally process them in a special way, but because I forgot to clarify that in signups, they will instead be treated as if it was a regular wagon. If there are more votes to skip than any specific wagon, a skip will happen. If there is a tie involving a skip wagon, the tie will be treated as such, so there could be a skip if it is RNG'ed.

    Loyalist's chat runs 24/7, this was not specified in the setup nor in its replies so I am assuming this.

    Spoiler : role PM format :

    you are a (Patriot/Loyalist) role

    eliminate the opposing faction or have nothing preventing that from occurring

    game thread: https://www.sc2mafia.com/forum/showt...ndoff?p=973771

    (insert loyalist chat link)


    Spoiler : POST-GAME REVEAL OF SETUP NOTES :

    Patriot Snitch
    Patriot Chemist
    Patriot Bartender
    Citizen
    Citizen
    Citizen

    Loyalist Coward
    Loyalist Investigator


    Reasons as to why its balanced:

    1. Snitch cant confirm themselves without dying. Effectively a low-power role, to help give some power to town.

    2. Coward can counter Chemist and to some extent Snitch, but not really bartender. Reason being Bartender's town play, if they are going to make use of their role, is to create fake-claimed situations in order to gauge reads. This happens regardless of whether Coward works and doesn't necessarily hurt town.

    3. Chemist can still target/kill the investigator. Also helps to prevent the game from just being over after two mis-eliminations, which I feel is a tad too easy for the loyalists to pull off. Especially on a site that doesn't always do productive d1's. If I made chemist to be doctor, armor smith, or gun smith, or even stagecoach driver instead, that could potentially confirm two people when tipping the game back towards town's favor and can be really damning if played right. With chemist, its a minimum of one patriot confirmed and one loyalist dead and isn't as likely to "confirm" two or more people. Granted, with chemist, it can back-fire. But so long as Chemist lives, the game can't quite end in Loyalist's favor.

    4. Loyalist Investigator can help loyalists discern fake-claims and what-not, which could improve their overall strategy and play. To some extent this alone could help them mitigate bartender / snitch 's impacts. Otherwise its low-impact-ish, which is what I think this setup needs to be roughly balanced in light of the town's options.
    [2:07 PM]
    ======================
    Setup could be a fair bit swingy though if Chemist dies in some circumstances (edited)
    [2:08 PM]
    But, I felt like we needed something to prevent or cause a kill in town's favor, and the alternatives could be worse I think for the game's balance.

    Edit: I think Coward having 1 less hide may make this more balanced, as Chemist in its current state may have an only one in seventh chance of RNG hitting a loyalist with the Coward hiding, but I can't make such a change without announcing it and, without thinking up other changes, it may risk spewing Coward as Loyalist and/or existing.
    Last edited by MartinGG99; March 20th, 2023 at 04:49 PM. Reason: added setup notes
    A.K.A "That One Idiot"

 

 

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •