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  #41  
Old 04-22-2007, 11:38 AM
clowntable clowntable is offline
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Default Re: How to Balance WW games.

[ QUOTE ]
Mass claiming is a disaster, yes. That's why my Futurama game will have everyone with a named character, but it will be like the Star Trek games in that you don't know what names are in and which aren't, or which are good and which are evil.

[/ QUOTE ]
That's probably exploitable (in a subtle way). I'll tell you after the game, why :P
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  #42  
Old 04-22-2007, 11:47 AM
Neil S Neil S is offline
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Default Re: How to Balance WW games.

Maybe I should note that there's no guarantee there's only one of each name, either. Does that fix it?
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  #43  
Old 04-22-2007, 11:49 AM
clowntable clowntable is offline
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Default Re: How to Balance WW games.

This will only have a multiplier effect on the exploitability, yet it would be pretty funny.
I'm XXX. Lynch him I'm XXX. Lol village, I'm XXX [img]/images/graemlins/laugh.gif[/img]

p.s.: It is only exploitable in a very minimal way, no need to worry.
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  #44  
Old 04-22-2007, 11:54 AM
metsandfinsfan metsandfinsfan is offline
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Default Re: How to Balance WW games.

I usually think most of luckay's theories are nuts

but his pt system thing here is actually pretty good imho
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  #45  
Old 04-22-2007, 01:06 PM
wdcbooks wdcbooks is offline
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Default Re: How to Balance WW games.

I have to say Luckay, that is really compelling work.
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  #46  
Old 04-22-2007, 03:35 PM
matrix matrix is offline
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Default Re: How to Balance WW games.

lots of good stuff to read here [img]/images/graemlins/smile.gif[/img]

the outline for the game I want to run looks like.

some wolves
some villagers

A Godfather - peeks as villa role revealed on death

A Traitor - knows wolves (but NOT GF) but is not a part of wolf chat

has a one time night chat with the GF - after his chat he gets 1 extra night kill for the evils that nightbut in killing that night he exposes himself and also dies. Wins with the wolves

2 masons who know each other but cannot night chat - they also get a one time night chat at any point in the game.

A seer

Possibly an angel who can save 1 person 1 time from NK.

Possibly also a twist that gives 1 player (either randed or a player who solves an in game puzzle) a 50% invulnerability from NK for one night only. The person that wins this chooses who to protect.

One corruptible villager who thinks they are normal and peeks as villa - village will not get informed that villager got corrupted directly but a fat hint will get dropped

(this kind of banks on their being some way of no NK happening other than a villa being corrupted)

How many players (vanilla village and vanilla wolves) will I need to balance the gameplay?
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  #47  
Old 04-22-2007, 04:00 PM
Kumubou Kumubou is offline
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Default Re: How to Balance WW games.

Luckay, I think you should implement synergistic bonuses into your system at some point. Like the traditional seer/angel example, having a game with both a seer and an angel (especially a full-effectiveness angel) is going to be worth more than both a seer by itself and an angel by itself, since the seer gets its peeks out 100% of the time and angel tells are much thinner than seer tells.

Also, as a point of reference, I tried running this system with Tsukihime:

Goods:

Shiki: Combo seer/vigilante; but kills come at cost of peeks (and vise-versa). 7 points.

Arcueid: Almost invincible, confirmable, can have bonus lynch, high variance character. 5 points?

Ciel: Straight vigilante. 3 points. The odd death rules end up being a wash, imo.

Akiha: Extra vote, one-time bonus lynch, confirmable. 3 points.

Hisui: Confirmable, 2 points.

9 vanillias: 9 points.

Bads:

Roa: lol important. Extra kills, extra death. 10 points.

Kohaku: Has several good one-off abilities. 8 points.

Walachia: Like Kohaku, but weaker (since he only gets the powers from whoever dies). 6 points.

Mech-Hisui: Acts like a weak evil seer, 5 points.

29/29. I design goot.
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