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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 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 12 potential combinations.  Each of the dice are rolled independently but simultaneously.  Scum always have day talk.   


The dice rolled are for the town protective, town investigative, and scum power.
Scum will always get the bolded of the three on their die, and the other two are offered as safe-claims to them. Town is randomly assigned one of the other two from each of their two die.


'''Town Protective Dice Results:'''
Die One:
# - Town 1-shot Commuter
Tracker
# - Town Doctor
'''Roleblocker'''
# - Town Jailkeeper
Doctor


'''Town Investigative Dice Results:'''
Die Two:
# - Town Cop
'''Rolecop'''
# - Town Vanilla Cop (returns "vanilla" for goons and vanillas, returns "not vanilla" for all other roles)
Gunsmith
# - Town Tracker
Commuter


'''Scum Power Dice Results:'''
Die Three:
# - Scum Roleblocker
Vanilla Cop
# - Scum Vanilla Cop (returns "vanilla" for goons and vanillas, returns "not vanilla" for all other roles)
Tracker
# - Scum Jailkeeper
'''Jailkeeper'''




'''Pros:'''
'''Pros:'''
*Setups are variable enough that you are unlikely to get the same setup twice.
*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
*12 potential setups makes player interest higher for standing users (outside the newbie queue) to come visit
*No claim strategies work as all dice are rolled independantly (No Grid)
*No breaking claim strategies work as all dice are rolled independently (No Grid)
*Scum have daytalk, which leads to higher satisfaction for scum players, especially newbies
*Scum have daytalk, which leads to higher satisfaction for scum players, especially newbies
*Scum have safeclaims, and town is capable of getting scummy roles, making claiming the bolded roles not instantly a scum claim.
*Retains the current 9 player size roster for games.
*Retains the current 9 player size roster for games.
*All roles are active.  There's no "passive BP confirmed town" bullcrap.
*All roles are active.  There's no "passive BP confirmed town" bullcrap.
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'''Cons:'''
'''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 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.
*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

Revision as of 19:56, 13 September 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 12 potential combinations. Each of the dice are rolled independently but simultaneously. Scum always have day talk.

Scum will always get the bolded of the three on their die, and the other two are offered as safe-claims to them. Town is randomly assigned one of the other two from each of their two die.

Die One: Tracker Roleblocker Doctor

Die Two: Rolecop Gunsmith Commuter

Die Three: Vanilla Cop Tracker Jailkeeper


Pros:

  • Setups are variable enough that you are unlikely to get the same setup twice.
  • 12 potential setups makes player interest higher for standing users (outside the newbie queue) to come visit
  • No breaking claim strategies work as all dice are rolled independently (No Grid)
  • Scum have daytalk, which leads to higher satisfaction for scum players, especially newbies
  • Scum have safeclaims, and town is capable of getting scummy roles, making claiming the bolded roles not instantly a scum claim.
  • 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:

  • 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