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'''Town Protective Dice Results:'''
'''Town Protective Dice Results:'''
# - Town 1-shot Bulletproof (Must arm themselves on a chosen night; can be blocked)
# - Town 1-shot Commuter
# - Town Doctor
# - Town Doctor
# - Town Jailkeeper
# - Town Jailkeeper
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*Potential learning curve for ICs with the new setup, as it isn't an existing open/semiopen.
*Potential learning curve for ICs with the new setup, as it isn't an existing open/semiopen.
*Mods will have to modify their boilerplate
*Mods will have to modify their boilerplate
'''Possible Role Tweaks To Address Cons:'''
*Switch out tracker for watcher to address the potential for tracker to get two names when tracking scum PR making kill.

Revision as of 17:21, 26 August 2017

3d3: A newbie setup proposal by Cabd and Penguin_Alien

The setup is generated with three rolls of a d3, and then vanilla townies and goons fill in the rest of the slots to 9 players; for a total of 27 potential combinations. Each of the dice are rolled independently but simultaneously. Scum always have daytalk.

The dice rolled are for the town protective, town investigative, and scum power.

Town Protective Dice Results:

  1. - Town 1-shot Commuter
  2. - Town Doctor
  3. - Town Jailkeeper

Town Investigative Dice Results:

  1. - Town Cop
  2. - Town Vanilla Cop (returns "vanilla" for goons and vanillas, returns "not vanilla" for all other roles)
  3. - Town Tracker

Scum Power Dice Results:

  1. - Scum Roleblocker
  2. - Scum Vanilla Cop (returns "vanilla" for goons and vanillas, returns "not vanilla" for all other roles)
  3. - Scum Jailkeeper


Pros:

  • Setups are variable enough that you are unlikely to get the same setup twice.
  • 27 potential setups makes player intrest higher for standing users (outside the newbie queue) to come visit
  • No claim strategies work as all dice are rolled independantly (No Grid)
  • Scum have daytalk, which leads to higher satisfaction for scum players, especially newbies
  • Retains the current 9 player size roster for games.
  • All roles are active. There's no "passive BP confirmed town" bullcrap.
  • Players have a 1 in 3 (Hey there's lots of 3s) of rolling a PR; their faction will assuredly have PRs that interact.
  • The listmod can just have the dice tags in their PM template; and the setup generates itself upon sending
  • Games should still finish between day 3 (THREEEEEEE!) and 4.
  • On first pass, no setup is incredibly broken for one side or the other.
  • In my opinion, generally mirrors site meta better.

Cons:

  • This many setups would be very hard to gather data for directly and would have to rely on computer models for win rates for a while.
  • Messy interaction between town tracker and town activated bulletproof (Does it track them to themselves?)
  • Potential for a tracker to get two names if tracking scum with a PR and kill (Matrix 6 avoids this by having it up against two goons)
  • Potential learning curve for ICs with the new setup, as it isn't an existing open/semiopen.
  • Mods will have to modify their boilerplate