Ok, cool. So I can take my time.
I made the program assuming mafia makes night kills and I figured out they really screw up with mafia. Basically mafia needs to have a 2 player team in a 19 player game to have a ~50% chance at winning.
I could implement MP's idea, but honestly I don't see how that's a lot different from a lynch.
Removing night kills and replacing them for some abilities that let mafia counter town's abilities is one solution that balances the game. The problem is how slow it would make the game. Without night kills, there's only player dieing every two days. So a 19 player game could last up to 34 real life days. Not much of a speed game, right? Of course, I could make it with a smaller player number, like the previous game that had 12.
Another solution would be to remove nights phases altogether, and allow players to send abilities during the day. For example, with the vote stealing mechanic that the first game had, the mafioso would use the night to decide who to steal votes from in the next day. But for this case, the mafioso would send that action during the day, so the votes would be stolen in the following day.
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Return to “Inverse Mafia Game 2”
- Tue Jul 14, 2015 10:29 am
- Forum: The Basement
- Topic: Inverse Mafia Game 2
- Replies: 16
- Views: 805
- Tue Jul 14, 2015 10:12 am
- Forum: The Basement
- Topic: Inverse Mafia Game 2
- Replies: 16
- Views: 805
Re: Inverse Mafia Game 2
No, I mean, MP said I missed the full game queue and now I have to wait till all games are over. Isn't it the same proccess for the speed game queue?
- Tue Jul 14, 2015 10:05 am
- Forum: The Basement
- Topic: Inverse Mafia Game 2
- Replies: 16
- Views: 805
Re: Inverse Mafia Game 2
How much time left do I have to submit a speed game?
I'm trying to make a program that tells me the probability of mafia winning depending on the setup. So I can figure out whether it's possible for mafia to win with the existance of night kills or not.
I mean, I'd already made the program for my first game, but now I'm adding the routine that simulates the night kills...
I'm trying to make a program that tells me the probability of mafia winning depending on the setup. So I can figure out whether it's possible for mafia to win with the existance of night kills or not.
I mean, I'd already made the program for my first game, but now I'm adding the routine that simulates the night kills...
- Tue Jul 14, 2015 9:35 am
- Forum: The Basement
- Topic: Inverse Mafia Game 2
- Replies: 16
- Views: 805
Re: Inverse Mafia Game 2
Because civs want to lynch civs, so they will only lynch the mafiosos if they think the mafiosos are civs. If a civ thinks someone is a mafioso, they'll leave that person alive till the end of the game, and mafia doesn't want that. Mafia is trying to look like a civ so they earn the lynch. The lynch, in this case, is a reward for looking more civ than the others.
One example: in the game I hosted, there was a mafioso who was so hopelessly bad-looking that nobody trusted him. The guy stayed alive until the end, and town won.
One example: in the game I hosted, there was a mafioso who was so hopelessly bad-looking that nobody trusted him. The guy stayed alive until the end, and town won.
- Tue Jul 14, 2015 9:06 am
- Forum: The Basement
- Topic: Inverse Mafia Game 2
- Replies: 16
- Views: 805
Re: Inverse Mafia Game 2
I think you didn't understand it well. There's still a majority of cilvilians, and a minority of mafiosos, and the mafiosos are trying to blend in. The civilians are still trying to figure out who is who, the difference is that now town tries to lynch town, and mafia tries to lynch mafia. But if people claim alignment, they will always claim civ. BTSC is not rendered useless because mafiosos still have to find a way to lynch their partners without town noticing it.Ricochet wrote:Would we be allowed to claim alignment?
I'd be like "Hey guys, my name is Ricochet and I'm totally bad, please lynch me. Llama, now's your chance!"
Twisted, indeed, what the night kills would mean for the mafia in this case, since lynching civilians would be detrimental to them. Also I'm assuming BTSC is rendered pointless by this setup.
Otherwise, cool. And crazy, too. So basically my two favourite kinds of Mafia.
Also I didn't mention in the first post but self-voting is not allowed (screw you marmot). Plus, failing to vote makes you lose a vote on yourself. This is to force people to lynch others (and play the game) even though they are trying to be lynched themselves.
- Mon Jul 13, 2015 9:53 pm
- Forum: The Basement
- Topic: Inverse Mafia Game 2
- Replies: 16
- Views: 805
Inverse Mafia Game 2
Hello guys. I have no idea how the game submission thing on Syndicate works so I'm posting this here, hopefully this is the right place since this isn't really a complete game.
This game is a sequel to another one I hosted a few months ago on Naruto Forums. It was an idea I suddenly had one day and I hosted a quick game with 12 players just to see if it could work. The result was a really fun game imo, but it had some balance problems that kept it from being perfect.
Link: http://www.narutoforums.com/showthread.php?t=1035049
MP suggested I should try it here again, and I think I'm gonna do it. Hopefully this time around I'll have more time to balance it, and will also be able to do it with more players. I think it should be a Speed Game, since it's kind of a weird setup for a big game.
To sum it up: this setup inverts how lynches work. Instead of trying to lynch mafia, civilians are trying to lynch civilians. And mafiosos are trying to lynch mafiosos (while pretending they want to lynch civilians). Mafia wins when every member of the team is dead. Town wins when the number of town players is equal to, or lower than the number of mafia players.
In the game I hosted most roles were generic with no abilities (I was trying to keep it simple to avoid problems), and there were a few civilian roles that mirrored classic ones (cop, doctor and vigilante). The translation of those roles is what caused some of the unbalance, since they clearly weren't made for inverse mafia (for example, a role that confirms mafia players can be incredibly broken in this setup, since it guarantees that player will never be voted and thus not get lynched, specially in my forum were revealing night info is usually allowed), so I had to fix them. I probably should have tried to make more original roles, but that's what I intend to do this time around.
As for the mafia roles, I went with roles that could steal votes from town players. Pretty simple, and it added a cool element to the game, but I may have made the mafia team overpowered in the end. I intend to make the mafia roles more different from each other this time around, with only one role capable of stealing votes, and the others having different abilities.
Another issue was figuring out what to do with the night kills, since they are obviously bad for mafia. I made them optional for mafia, so at least they could kill the power roles if they needed to, but I think that execution was somewhat sloppy, with mafia players having trouble to understand what they were supposed to do. I could make night kills mandatory in the next game, but I'd have to pay attention on the town/mafia rate since I'd probably have to increase it to give mafia a good fighting chance. Otherwise, I could replace the night kills for some permanent roleblock. Still not sure about that.
Here are the roles I used in the first game. Note that I went with an Escape from Hell theme, where every player starts dead and trapped in hell and they are trying to escape and come back to life, while mafiosos are demons who are disguised as humans, and will capture the human souls on Earth if they managed to escape. The theme will probably be different this time, though.
The first game had 9 civilians and 3 mafiosos, with 6 sinners (generic civilian) and 1 of each of the rest.
Thoughts? ideas? Suggestions? I'm all ears.
This game is a sequel to another one I hosted a few months ago on Naruto Forums. It was an idea I suddenly had one day and I hosted a quick game with 12 players just to see if it could work. The result was a really fun game imo, but it had some balance problems that kept it from being perfect.
Link: http://www.narutoforums.com/showthread.php?t=1035049
MP suggested I should try it here again, and I think I'm gonna do it. Hopefully this time around I'll have more time to balance it, and will also be able to do it with more players. I think it should be a Speed Game, since it's kind of a weird setup for a big game.
To sum it up: this setup inverts how lynches work. Instead of trying to lynch mafia, civilians are trying to lynch civilians. And mafiosos are trying to lynch mafiosos (while pretending they want to lynch civilians). Mafia wins when every member of the team is dead. Town wins when the number of town players is equal to, or lower than the number of mafia players.
In the game I hosted most roles were generic with no abilities (I was trying to keep it simple to avoid problems), and there were a few civilian roles that mirrored classic ones (cop, doctor and vigilante). The translation of those roles is what caused some of the unbalance, since they clearly weren't made for inverse mafia (for example, a role that confirms mafia players can be incredibly broken in this setup, since it guarantees that player will never be voted and thus not get lynched, specially in my forum were revealing night info is usually allowed), so I had to fix them. I probably should have tried to make more original roles, but that's what I intend to do this time around.
As for the mafia roles, I went with roles that could steal votes from town players. Pretty simple, and it added a cool element to the game, but I may have made the mafia team overpowered in the end. I intend to make the mafia roles more different from each other this time around, with only one role capable of stealing votes, and the others having different abilities.
Another issue was figuring out what to do with the night kills, since they are obviously bad for mafia. I made them optional for mafia, so at least they could kill the power roles if they needed to, but I think that execution was somewhat sloppy, with mafia players having trouble to understand what they were supposed to do. I could make night kills mandatory in the next game, but I'd have to pay attention on the town/mafia rate since I'd probably have to increase it to give mafia a good fighting chance. Otherwise, I could replace the night kills for some permanent roleblock. Still not sure about that.
Here are the roles I used in the first game. Note that I went with an Escape from Hell theme, where every player starts dead and trapped in hell and they are trying to escape and come back to life, while mafiosos are demons who are disguised as humans, and will capture the human souls on Earth if they managed to escape. The theme will probably be different this time, though.
Spoiler: show
Thoughts? ideas? Suggestions? I'm all ears.