Wydrah
September 2nd, 2012, 07:44 AM
I always make my setups follow these rules for balance issues. Tell me what you guys think, because I see these simple things totally disregarded in other saves that would otherwise be okay.
9 town-3 mafia-3 neutral
8 town-3 mafia-3 neutral
8 town-3 mafia-2 neutral
8 town-3 mafia-1 neutral
games with fewer players not worth playing
10 town is never okay in a game with neutrals.
4 mafia is never okay in a game with neutrals.
4 neutrals is never okay in a game with mafia.
I never have specific roles except for the GF in the roles list. I try to have as many full Random Towns/Neutrals as possible because it gives scum a better place to hide. And it makes the game too easy for town if they can just watch the role list and scratch off the dead stuff. There's less of a need to pay attention to interaction and gameplay.
Spy cannot hear PMs. I think that's broken. Part of being mafia is causing town to mislynch. If Spy hears everything that's going on in secret, mafia can't work in the shadows.
It's never okay for Vet to have unlimited alerts.
Bodyguard and Vet ignore immunity. Otherwise, they're more trouble than they're worth.
Nights are 30 seconds minimum. Days are 90 seconds minimum. Mafia is a discussion game. 10 second trials are ridiculous.
People do not know they are witched or doused. As soon as someone gets that message, the town's whole focus shifts to that one neutral. Compared to other evils, who kill/convert quickly, Witch and Arsonist need to lay low in order to survive.
I never host with Mafioso. They gimp the mafia in a 9-3-3 setup. Mafioso is an evil citizen without a vest. Totally useless except for that rare instance when the GF targets a vet on alert. Doesn't make it worth it, especially considering my next one...
Lookouts do not ignore detection immunity. It's overpowered to just sit on someone and wait for the GF to visit. And God help the mafia if they have a Janitor, too.
Detectives, however, do ignore detection immunity. It's much more difficult to find the GF and it's not overpowered because it's not possible to find multiple killers in one night action. Less reliance on dumb luck.
Consigliere always learns exact roles. Mafia have fewer numbers and need special tricks to deceive the larger town. Also, Consig always becomes GF. Otherwise, when the GF is lynched/killed, town can just relax and pick away at the crippled mafia.
Bus Driver is able to bus himself. It doesn't make much sense flavor-wise, but it's a balance issue. If there's 1 mafia and 2 town, mafia knows for sure who to kill if they know who the Bus Driver is and he can't bus himself.
I needed to vent because I've been playing way too many games that are imbalanced in several ways. The worst is 10 town, though. How is that ever a good idea?
Also, despite my emphasis on taking power away from town and giving it to evil roles, I prefer to play as town. But it needs to be balanced or it's going to be boring.
9 town-3 mafia-3 neutral
8 town-3 mafia-3 neutral
8 town-3 mafia-2 neutral
8 town-3 mafia-1 neutral
games with fewer players not worth playing
10 town is never okay in a game with neutrals.
4 mafia is never okay in a game with neutrals.
4 neutrals is never okay in a game with mafia.
I never have specific roles except for the GF in the roles list. I try to have as many full Random Towns/Neutrals as possible because it gives scum a better place to hide. And it makes the game too easy for town if they can just watch the role list and scratch off the dead stuff. There's less of a need to pay attention to interaction and gameplay.
Spy cannot hear PMs. I think that's broken. Part of being mafia is causing town to mislynch. If Spy hears everything that's going on in secret, mafia can't work in the shadows.
It's never okay for Vet to have unlimited alerts.
Bodyguard and Vet ignore immunity. Otherwise, they're more trouble than they're worth.
Nights are 30 seconds minimum. Days are 90 seconds minimum. Mafia is a discussion game. 10 second trials are ridiculous.
People do not know they are witched or doused. As soon as someone gets that message, the town's whole focus shifts to that one neutral. Compared to other evils, who kill/convert quickly, Witch and Arsonist need to lay low in order to survive.
I never host with Mafioso. They gimp the mafia in a 9-3-3 setup. Mafioso is an evil citizen without a vest. Totally useless except for that rare instance when the GF targets a vet on alert. Doesn't make it worth it, especially considering my next one...
Lookouts do not ignore detection immunity. It's overpowered to just sit on someone and wait for the GF to visit. And God help the mafia if they have a Janitor, too.
Detectives, however, do ignore detection immunity. It's much more difficult to find the GF and it's not overpowered because it's not possible to find multiple killers in one night action. Less reliance on dumb luck.
Consigliere always learns exact roles. Mafia have fewer numbers and need special tricks to deceive the larger town. Also, Consig always becomes GF. Otherwise, when the GF is lynched/killed, town can just relax and pick away at the crippled mafia.
Bus Driver is able to bus himself. It doesn't make much sense flavor-wise, but it's a balance issue. If there's 1 mafia and 2 town, mafia knows for sure who to kill if they know who the Bus Driver is and he can't bus himself.
I needed to vent because I've been playing way too many games that are imbalanced in several ways. The worst is 10 town, though. How is that ever a good idea?
Also, despite my emphasis on taking power away from town and giving it to evil roles, I prefer to play as town. But it needs to be balanced or it's going to be boring.