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Author Topic: Help with Undead Mafia Balancing  (Read 2371 times)

Psyco Jelly

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Help with Undead Mafia Balancing
« on: March 26, 2009, 08:58:49 pm »

Vampire - The vampire chooses one person each night to turn into a zombie. If that person is a ghoul, the vampire dies of starvation.

Cultist - The cultist is on the undead's side, but knights see him as human.

Zombie - Undead version of peasant.


Madman - Chooses two people each night and kills one at random. He is on the human's side.

Knight - Can determine each night if one person is undead.

Priest - Can stop one person from being killed or transformed into a zombie at night.

Peasant - No special ability.

Ghoul - Is on the human's side, but is seen as undead.



All players vote each day on who to lynch, and the undead vote on who to turn into a zombie.

Sound good? I'm still determining how much of each role each side has.
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Alexhans

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Re: Help with Undead Mafia Balancing
« Reply #1 on: March 26, 2009, 09:20:17 pm »

so...
Knight = Cop.
Priest = Doc. (that both protects from death AND conversion)
Peasant = Townie
Ghoul = miller. (pro town but guilty if investigated.)
Madman = Vigilante who has to choose two names and there'll be a coin flip and of them dies.

Cultist = Mafia that appears town if investigated.
Zombie = Magia goon.
Vampire= Mafia with conversion?

The cultist, zombies and vampire all chat between themselves and decide privately on a kill right? and the vampire converts someone? Conversion is always hard if there arent a lot of town players.

suppose we have 12.  That is a nice number.
1 Vampire
1 Cultist
2 Zombies
1 Madman
1 Knight
1 Priest
1 Ghoul
4 Peasants

Day 1 myslinch peasant. 11 players left. 4 z 7 t
night 2. 1 madman kill 1 conversion 1 zombie kill. 5 z 5 t... game over. or 4 z 6 t one more day...

Maybe there should be a lot of ghouls to ensure that the vampire is in great danger if he targets anyone...

What happens if he converts a PR? like knight priest etc... it becomes really unbalanced...

I suggest you remove the ghoul (forget about everything being so thematic) and make the vampire die if he targets for conversion anything other than a Peasant.

I think that would balance a lot more the game.
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inaluct

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Re: Help with Undead Mafia Balancing
« Reply #2 on: March 26, 2009, 09:25:55 pm »

I think that the ghoul should stay, and the number of pro town power roles should increase. That is, there should be more than one knight.
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Psyco Jelly

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Re: Help with Undead Mafia Balancing
« Reply #3 on: March 26, 2009, 09:29:24 pm »

That's kind of what I had in mind. I also like Alexhans' idea as well.
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Alexhans

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Re: Help with Undead Mafia Balancing
« Reply #4 on: March 26, 2009, 09:30:44 pm »

you realize that with conversion it's not a -1 for town but actually a -1 town + 1 mafia... plus the zombie kill. the town is each day down by 3!!!

Vampire is just too powerful.  Knights wont do anything about it... If they come out. they can easyly be converted unless the doctor is alive and can help them.
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inaluct

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Re: Help with Undead Mafia Balancing
« Reply #5 on: March 26, 2009, 09:35:25 pm »

Maybe knights should get a restricted nightkill.

Or the vampire can only convert under some certain circumstance.
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Psyco Jelly

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Re: Help with Undead Mafia Balancing
« Reply #6 on: March 26, 2009, 09:41:12 pm »

Maybe vampires can only convert once?
Maybe the knight is Van Helsing and kills a vampire if he identifies it?
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Alexhans

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Re: Help with Undead Mafia Balancing
« Reply #7 on: March 26, 2009, 09:43:31 pm »

I think limiting conversions is a good idea (like when you have 1-shot-vigs or 1 shot RBs for scum) ... The Van Helsing idea... although funny is highly dependent on luck.
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inaluct

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Re: Help with Undead Mafia Balancing
« Reply #8 on: March 26, 2009, 09:49:07 pm »

How about the number of zombies being limited?
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Psyco Jelly

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Re: Help with Undead Mafia Balancing
« Reply #9 on: March 26, 2009, 09:53:18 pm »

So, maybe Vampires are 1-shot converters, and the list is...

1 Vampire
1 Cultist
2 Zombies
1 Madman
1 Knight
1 Priest
2 Ghouls
3 Peasants

That means that at the start, the vampire has a 1/4 chance of dying. Since the net gain of a conversion is 2, that means that net gain for the ability would be 1 1/2.

Alternatively, we could reduce the number of ghouls to 1, add in another peasant, and make the vampire only work on peasants.
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inaluct

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Re: Help with Undead Mafia Balancing
« Reply #10 on: March 26, 2009, 09:55:59 pm »

I like that setup, but I think that we could go around making the vampire a one shot by having a maximum of 2 zombies in existence at any time.
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Psyco Jelly

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Re: Help with Undead Mafia Balancing
« Reply #11 on: March 26, 2009, 09:58:57 pm »

That means that the vampire would have no use for his ability until a zombie was lynched or killed by the madman.

That does seem balanced.
« Last Edit: March 26, 2009, 10:01:47 pm by Psyco Jelly »
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JoshuaFH

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Re: Help with Undead Mafia Balancing
« Reply #12 on: March 26, 2009, 10:06:06 pm »

I didn't know Psycho jelly also had an idea for a Mafia. It's pretty neat.

Hey Alexhans, you seem to be really experienced with Mafia's, have you been playing them for a long time?
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Alexhans

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Re: Help with Undead Mafia Balancing
« Reply #13 on: March 27, 2009, 12:16:06 am »

Hey Alexhans, you seem to be really experienced with Mafia's, have you been playing them for a long time?
not really... I've played just a few in mafiascum and a couple more in as similar, but smaller, spanish website. However, I've been researching a lot about the mechanics and practically squeezed the mafiawiki.  I also read like 5 or 6 games were I wasn't playing just for fun... and to get meta-game information on players I was suspicious of.
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