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View Poll Results: NL
0 -20K hands 42 46.67%
20K - 30K 21 23.33%
30K - 40K 8 8.89%
40K - 50K 7 7.78%
50K - 100K 7 7.78%
100K+ 5 5.56%
Voters: 90. You may not vote on this poll

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  #1  
Old 02-23-2007, 04:32 AM
LuckayLuck LuckayLuck is offline
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Join Date: Aug 2005
Location: Luckysville
Posts: 12,178
Default 9 Player Turbos Imbalanced?

So I just had a thought...
I feel like 9 player turbos are imbalanced in favor of village. By 9 player turbo, we're talking:

2 Wolf
1 Seer (w/n0 peek)
6 Village

Proposition: in a 9 player game, the seer should never get a n0 peek. (It may actually be imbalanced in favor of village even without the n0 peek, but it should at least be slightly better for wolves then)


Lynch Village d1
Eat Villager n1

D2:
Seer [comes out with 2 villagers]
Confirmed villager x2
Wolf x2
Village x2

Let's suppose village lynches village.

N2: Wolves eat seer.

D3: MUST LYNCH
Confirmed Villager x2
Wolf x2
Villager



basically, if the wolves don't eat the seer n1, and don't eat one of the people the seer peeked n0 or n1, the village is guaranteed a confirmed villager in final 3 and probably lynches a wolf before then anyways.

Yaddayadda variance seer could be eaten n1, , wolves could eat a peeked villager. Or, other way, seer could peek a wolf. Or both. zomg.

Anyways, down with the n0 peek in 9 player games!
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  #2  
Old 02-23-2007, 04:52 AM
soah soah is offline
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Location: Las Vegas
Posts: 20,529
Default Re: 9 Player Turbos Imbalanced?

villages don't win 90% of turbos, wtf are you talking about
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  #3  
Old 02-23-2007, 04:55 AM
soah soah is offline
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Location: Las Vegas
Posts: 20,529
Default Re: 9 Player Turbos Imbalanced?

however, I do thing the standard games here rely too much on the seers telling ppl the answers instead of making the village actually figure stuff out, and I would be in favor of redesigning the games so that the seer is less important (such as replacing the seer with an angel, etc)
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  #4  
Old 02-23-2007, 05:12 AM
FCBLComish FCBLComish is offline
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Join Date: Sep 2005
Location: Hi, everybody
Posts: 8,791
Default Re: 9 Player Turbos Imbalanced?

[ QUOTE ]
however, I do thing the standard games here rely too much on the seers telling ppl the answers instead of making the village actually figure stuff out, and I would be in favor of redesigning the games so that the seer is less important (such as replacing the seer with an angel, etc)

[/ QUOTE ]

With no seer, who does the angel protect?
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  #5  
Old 02-23-2007, 05:34 AM
soah soah is offline
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Location: Las Vegas
Posts: 20,529
Default Re: 9 Player Turbos Imbalanced?

who cares
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  #6  
Old 02-23-2007, 05:59 AM
LuckayLuck LuckayLuck is offline
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Join Date: Aug 2005
Location: Luckysville
Posts: 12,178
Default Re: 9 Player Turbos Imbalanced?

[ QUOTE ]
With no seer, who does the angel protect?


[/ QUOTE ]
out-think the wolves
protect who you think they would kill
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  #7  
Old 02-23-2007, 06:18 AM
FCBLComish FCBLComish is offline
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Join Date: Sep 2005
Location: Hi, everybody
Posts: 8,791
Default Re: 9 Player Turbos Imbalanced?

[ QUOTE ]
[ QUOTE ]
With no seer, who does the angel protect?


[/ QUOTE ]
out-think the wolves
protect who you think they would kill

[/ QUOTE ]

Out think the wolves??? I cannot even out think myself!
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  #8  
Old 02-23-2007, 11:07 AM
Nicholasp27 Nicholasp27 is offline
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Join Date: Aug 2004
Location: Springfield
Posts: 24,908
Default Re: 9 Player Turbos Imbalanced?

luckay, u do realize that day THREE is must lynch if we get villagers d1/d2...so seer has to come out on day TWO or else u get dueling seers...

so u are saying they should only get ONE peek before they have to come out...that's insane

11 person turbos give u one more day so u get the same 2 peeks as in a 9er...


to say no n0 peek would grossly shift the balance over to the wolves...right now it's pretty even in terms of who wins the games...it IS balanced
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  #9  
Old 02-23-2007, 11:11 AM
dmk dmk is offline
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Location: Twilight
Posts: 14,348
Default Re: 9 Player Turbos Imbalanced?

the other board lastchance and i play on does 9-persons like this:

2 wolves
1 sorceror

1 seer
1 hunter
1 priest (they do no role-reveal)
3 vanilla

and for n0, they give a random negative view for sorceror/seer (i.e. sorceror gets randed anyone thats not seer, and seer gets randed anyone thats not wolf). also, their seer only returns wolf/non-wolf rather than full role info.

i don't particularly like that setup at all. but i figured i'd post it in case it gives anyone some good ideas to go off of
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  #10  
Old 02-23-2007, 11:12 AM
dmk dmk is offline
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Join Date: Jan 2004
Location: Twilight
Posts: 14,348
Default Re: 9 Player Turbos Imbalanced?

also, they allow wolfchat 24/7 in all their games
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