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Type: Posts; User: kaempfer13

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    Assuming you were to step away from the formula...

    Assuming you were to step away from the formula for the number of wolves, how would that affect the game balance (naturally, more wolves means more wolfsided, but whats the formula)? Especially wrt the nonclear villas.
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    But that would imply that 1vs10 is just as...

    But that would imply that 1vs10 is just as balanced as 3vs10. That doesn't strike me as realistic. There is no way to gain towncred through bussing and you can just die randomly. I think the number of times town has to lynch correctly is completely ignored here.
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    Yh, my mistake was to not account for the...

    Yh, my mistake was to not account for the additional nightkill that occurs after lynching scum. as such 8v1 would theoretically have the same balance as 10v3.
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    Yh, I knew something was off when looking at only...

    Yh, I knew something was off when looking at only non-clear%. as mhs said a 10v3 is more scumsided than 8v1 unless villagers manage a wolflynch on both the first days (otherwise the gamestate on day 3 will be worse than day 1 of 8v1, although this doesnt account for time that village spent on talking in those 2 days).

    About random lynching: If you want to take the randomvotes path include some basic wagonomics. there will only be 2-3 wagons at the end of the day (with the exception of a few stubborn people) and the probability of wolves voting villagers only really jumps to 100% at lylo (arguably not even then when villagers can still vote and its not the last wolf), as otherwise wagonomics will catch them later on.
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    Hence my initial question. Would be nice to be...

    Quote Originally Posted by Apoc (#30)
    Quote Originally Posted by kaempfer13 (#29)
    Yh, I knew something was off when looking at only non-clear%

    Quote Originally Posted by Newcomb
    Core Design TL;DR
    • Around 25% of players are Werewolves
    • The number of mislynches wolves need to win should be 50% of all non-clear villagers
    • Both teams should control 50% of the game's kill power
    • All deviations should be compensated for in some way
    Bullet point 1

    25% of players should be mafia

    Kaemper's examples:
    - games with 8 to 12% mafia.

    Hence my initial question. Would be nice to be able to account for nontraditional games. I think you explained it fine for deviations in killpower, but its not immediately clear how wolfnumbers should affect this. (Tbf i would probably rather increase the number of wolves as otherwise almost everyone is salty when the wolf wins, but its easier to do calculations with 1 wolf)
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