TL Mafia XXII - Page 12
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Abenson
Canada4122 Posts
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Abenson
Canada4122 Posts
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Abenson
Canada4122 Posts
Sorry flamewheel, Ace, Osmoses and anyone I might have offended or annoyed with my stupid behavior. Sorry >.< | ||
Osmoses
Sweden5302 Posts
On April 18 2010 02:09 Abenson wrote: Que madness means: "I am scum" in hebrew ##vote: Osmoses Firebat > Zergling. Owned. | ||
Abenson
Canada4122 Posts
Wait until I become a hydra >:D | ||
Osmoses
Sweden5302 Posts
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nAi.PrOtOsS
Canada784 Posts
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Bill Murray
United States9292 Posts
On April 14 2010 05:13 Bill Murray wrote: everyone is an assassin here's what we're going to do: The first half of the list is required to assassinate the 2nd half of the list. The list will be inverted the next day so everyone will get their turn to kill someone if they are an assassin. They won't want to be using their kills up every single night anyways, as they can use a Detective Check on the alternate night. I will be cutting the game list into a 1/2 order. 1s are killers, 2s are killees. It will switch the next night. If you are a killer or a killee, don't complain. In all likelihood you won't have to kill or be killed, as we are not sure how many assassins there are. If the mafia kill a killee in the night, we skip a lynch to balance it (hypothetically), but if they kill a killer then we will lynch the killee of the person that they killed the killer of. I hope this is making sense to you. If anyone has any questions about the Bill Murray plan of town success let me know. This plan will help the town as it will be putting mafia players in vulnerable "killee" positions in which they would potentially lynch the "killer". We use the assassins to win as a town. They COUNT as town people, so assassins will want the town to win. It will also be giving them chances to win the game for theirselves through killing other assassins and finding assassins that they can kill at any time during the night that we aren't asking them to kill for us. If they find an assassin, they can breadcrumb a message to us previously or something to let us know BEFORE they do the action that they will be killing an alternate person (this will guarantee that they stay town as we let them go towards their goal while we go towards our goal together). I don't want assassins to claim at first, but it will become obvious after the first 2 cycles on who they are anyways, so we can be a lot more organized after the first couple day/night cycles. You yourself are around the thread enough, while not even playing in it, to actually play more competently than most of the people who play. Furthermore, in the small amount of what you devote, due to the time it takes you being disproportionate in relation to the time required of others to build cases taking into acount the discrepancy in skill level, you really should play. you could still be among the best players even when devoting less time. I hope the latter. african or european? i promise consolidation if you let me edit | ||
Fulgrim
United States560 Posts
On April 18 2010 04:13 Bill Murray wrote: well, the best strategy going forward has been detailed by me already I seriously doubt that there are many assasins in this game. I don't think it will actually have too much impact on gameplay. Instead we should focus on the obvious objective of finding mafia. | ||
BloodyC0bbler
Canada7875 Posts
Basic Strategy Ok guys and girls (if there are any this game). This is my take on how the game should be done at least in the early stages. First off. Everything that Ace, Caller, and Myself say this game, all of you heavily analyze and question it relentlessly if you disagree. Why? because we are the "three big names" and as such should take more of a backseat in this game. To do that requires everyone stepping up and not just falling in line with us. With that said lets move on. Anyone who is town aligned with a PM ability (if they were given this game). Use this ability to your advantage. People slip up far more quickly in PM's than in thread from my experience. Abuse this. If you don't have a PM ability. You are in for a fun game. Your job this game is to analyze every post made. This requires work. One thing I recommend to help keep track, make a spreadsheet or a word doc to start tracking players. Everytime someone makes a really really town aligned post, give them a mark (reference post if needed, or at least page number its on). Everytime they make a really mafia aligned post, mark it down and reference. This will help you start your basis of analysis of players. Everytime sometime dies via lynch and night hits, Mark it down. If any of these names overlap with your analysis list (for better or worse). Go through their posts again. See who they seemed to be agreeing with or who was agreeing with them. See who was against them. Watch for random posters who appear during major arguments, then keep close eye on them. Mafia is very good at randomly appearing to fuel a fire and be fully overlooked. Play this intelligently, think on everything. Analyze everything. This is the basis for you all. It may sound self explanatory but it has not been in the past. Blue roles Detectives. Read flamewheels last game. That is how you should be operating this game. Take a list of players from the get go, all down. As one person dies, mark down their role, if they were town/mafia, and a tally of how many from each side are left. This is a numbers game. If you find a red player, (hopefully not day 1) mark it down. Hopefully you have been given the right to PM this game. Otherwise you have a very tough job. Do you give yourself up, or do you post your findings. This is something you will have to decide on. Each player has their own idea of whats an acceptable risk. Act accordingly. Hopefully your allowed to PM, otherwise you can risk on other dt's picking up your work. Medics Protect the obvious townies. WITH ONE MAJOR EXCEPTION. No medic in this game period protect these three people: Ace Caller BloodyC0bbler. Let us live or die based on actions. Our deaths will take a bit of experience out of the town, but if we are red and survive, we will be caught very very quickly and offed by town from it. Hatters Bomb efficiently please. For the love of god, please. Your job is very similar to the DT's except you can't confirm your choices. I recommend going on instincts if that works for you. Analysis is very key for you. Veterans. Make yourself targets for mafia somehow. That is your job. Mafia Lose please =) | ||
Infundibulum
United States2552 Posts
No lynch is bad for the town. It's like giving a time walk to the mafia (mtg reference nerd lol). This also means abstaining is bad! So please pay attention during votes as they operate a bit differently in this game than most TL mafias. | ||
Zona
40426 Posts
The town can only afford 5-7 single mislynches if we aren't lucky early in the game and really reduce KP, and we have to lynch/bluekill 8 times successfully. If everything goes wrong for the town without double lynches we lose at the end of Day 5 - so we probably want to highly consider using our first double lynch on Day 3 and likely on the following days as well, unless we do kill off a bunch of mafia and gain ourselves more time, unless we do particularly well in the first day/night cycle. I suggest Day 3 for our first unless a lot of information surfaces earlier in the game, because we don't want to spend our double lynches unless we have good targets to use it on, or until we're desperate, and earlier in the game we're less likely to have good targets. The day 1 lynch is really a crapshoot as we have very little information, but definitely avoid lynching someone who's participating actively, unless that person does an outrageous scumtell. It's easier to find mafia among active players than among inactives, so don't remove an active player with the day 1 lynch when it could have been an active town member! But for sure don't no lynch. Past vote counts are the most solid information the town gets, and along with the alignment revelation of the lynched player, can often reveal a lot. (Unless Abenson improves, his posting does NOT count as activity. Since his posts are truly garbage, and he seems proud of the fact with his "The happy spammer/1-line poster of TL Mafia :D" sig, he pretty much counts as an inactive. As his posts give us no clue as to whether or not he's mafia.) | ||
meeple
Canada10211 Posts
On April 18 2010 04:36 BloodyC0bbler wrote: Blue roles Detectives. Read flamewheels last game. That is how you should be operating this game. Take a list of players from the get go, all down. As one person dies, mark down their role, if they were town/mafia, and a tally of how many from each side are left. This is a numbers game. If you find a red player, (hopefully not day 1) mark it down. Hopefully you have been given the right to PM this game. Otherwise you have a very tough job. Do you give yourself up, or do you post your findings. This is something you will have to decide on. Each player has their own idea of whats an acceptable risk. Act accordingly. Hopefully your allowed to PM, otherwise you can risk on other dt's picking up your work. Medics Protect the obvious townies. WITH ONE MAJOR EXCEPTION. No medic in this game period protect these three people: Ace Caller BloodyC0bbler. Let us live or die based on actions. Our deaths will take a bit of experience out of the town, but if we are red and survive, we will be caught very very quickly and offed by town from it. Why would you advocate against the protection of those experienced players? I mean... I agree that they should live/die by their actions... but if they're red doesn't it pose a greater threat to the town. You say that they will be caught very quickly... but doesn't the experience give you an edge in avoiding the gallows? Also... Abenson please stop spamming... it's annoying as fuck | ||
BloodyC0bbler
Canada7875 Posts
On April 18 2010 05:02 meeple wrote: Why would you advocate against the protection of those experienced players? I mean... I agree that they should live/die by their actions... but if they're red doesn't it pose a greater threat to the town. You say that they will be caught very quickly... but doesn't the experience give you an edge in avoiding the gallows? Also... Abenson please stop spamming... it's annoying as fuck Simple. We are trying to raise the skill level of every one of the players so we have an insanely skill community. Protecting people like ace, myself or caller, leads to town more inclined to follow us around. Would everyone? No, but would a fair number of casuals, most likely. Besides, with 1-2 game days, our deaths would give a ton of info usually ![]() | ||
meeple
Canada10211 Posts
On April 18 2010 05:04 BloodyC0bbler wrote: Simple. We are trying to raise the skill level of every one of the players so we have an insanely skill community. Protecting people like ace, myself or caller, leads to town more inclined to follow us around. Would everyone? No, but would a fair number of casuals, most likely. Besides, with 1-2 game days, our deaths would give a ton of info usually ![]() Hmmm... so when you say that you guys will be caught quickly... it's because you're egging to town on to scrutinize your posts? | ||
BloodyC0bbler
Canada7875 Posts
On April 18 2010 05:09 meeple wrote: Hmmm... so when you say that you guys will be caught quickly... it's because you're egging to town on to scrutinize your posts? Town will scrutinize our posts. Mafia won't want such huge names active for long. Most town should auto distrust us. Besides, even with a RNG the chances of one of the three of us being red are high. In an ideal world, the three of us would just sit back and argue pointlessly with each other while the rest of you play. | ||
Zona
40426 Posts
On April 18 2010 04:36 BloodyC0bbler wrote: Why? because we are the "three big names" and as such should take more of a backseat in this game. Wait, what? You claim to be one of the "big names" and you are already giving yourself an excuse for low activity? Seems like a convenient excuse so you produce fewer chances of slipping up and revealing yourself if you were mafia. On April 18 2010 04:36 BloodyC0bbler wrote: Detectives. Read flamewheels last game. That is how you should be operating this game. Take a list of players from the get go, all down. As one person dies, mark down their role, if they were town/mafia, and a tally of how many from each side are left. This is a numbers game. If you find a red player, (hopefully not day 1) mark it down. Hopefully you have been given the right to PM this game. Are you kidding? You really think that in a game where most players cannot PM, someone would both be able to PM and DT check? As well - all the roles have been revealed in the game, none of the abilities are hidden. Why would you even consider that DTs would be able to PM as well? Detectives need to target players with the aim of finding mafia in a game with no out of thread communications with fellow players. Why? With no out of thread communications with fellow players the usefulness of finding a fellow town player is greatly diminished. It probably isn't a good idea to claim detective early in the game unless you're close to being lynched. If the town already has some suspicion on someone you have checked to be mafia, you should keep up the pressure. However, early in the game it'll be difficult to go after someone you found red if the rest of the town isn't suspicious of them, so keep your result under your hat and pay attention to what this person does, and later on see if you can identify this person's teammates, or go after them once they create more suspicion upon themselves. If the town is getting killed off and is approaching a loss, AT THAT POINT you probably want to claim if you've found some red. You may also want to be more aggressive in going after someone if lynching that person would take mafia numbers from odd to even, which will reduce their KP by one (a big deal in a game such as this). On April 18 2010 04:36 BloodyC0bbler wrote: Medics Protect the obvious townies. WITH ONE MAJOR EXCEPTION. No medic in this game period protect these three people: Ace Caller BloodyC0bbler. Curious. If medics do what you instruct them to do, then if any of these players are town, it makes them easy to kill at night and easy for the mafia to deprive the town of their ability. But actually from my point of view the only player on this list that I would really try to keep around if town would be Ace. I haven't seen Caller being particularly useful as a town player, nor you, especially in this type of setup. You seem to be strongest in games where PMs are allowed, even your plans contain hopes that DTs are able to PM. The "build a town PM circle and then DT-check/confirm everyone" strategy doesn't work here, and at least from my view that seems to be your strength, rather than people analysis. In fact in past games as a prominent pro-town player you've heavily advocated lynching players who ended up being town when you couldn't rely on DT-checks and other ways to confirm. On April 18 2010 04:36 BloodyC0bbler wrote: Hatters Bomb efficiently please. For the love of god, please. Your job is very similar to the DT's except you can't confirm your choices. I recommend going on instincts if that works for you. Analysis is very key for you. I can't believe I'm calling you out on so much of your post...but Mad Hatters are similar to vigilantes, except delayed. You say they're like DTs??? What the heck? Anyways - vigilantes, hold your shot until you're really sure a player is mafia, because if you screw up, you contribute to REMOVING AVAILABLE MISLYNCHES from the town!!! That's right. If you screw up your shot, the town could possibly lose an opportunity to screw up a lynch because you killed an extra town-aligned player. And mislynches are more valuable to the town than screwed up vigilante hits because mislynches come with vote counts that include mafia votes, which can be analyzed later on. Also - if early in the game you think you're SURE a player is mafia - YOU ARE WRONG! Look at past games where vigilantes fired early. Especially World at War, considering nukes as daytime vigilante hits. Notice how many town-aligned players with nukes were "SURE" that their nuke targets were mafia - and almost all of them would have hit town! That's why being "sure" early in the game is just a delusion. Mad hatter - since your bombs don't activate until you die, go ahead and place some bombs early - but try not to get killed early either! If you're going to die early you might as well hold back on your bombs, as they will then act as early-game vigilante hits. | ||
Zona
40426 Posts
Although your goal in this game is to eliminate your fellow assassins, for all other aspects of the game, you should start off playing pro-town (at least until the town has an overwhelming advantage). It is in your own self-interest to do so. Why? It's in YOUR OWN SELF INTEREST to prolong the game as long as possible. And at least initially, it looks to me that mafia has the numbers advantage, if you as assassins are ignored. Why? First of all, notice the odds. Likely 5-7 mislynches allowed for 8 successful lynches. It's not easy for the town to go >50% success in lynching, so if we don't do well here, it's likely mafia will win early, reducing the amount of time you have to reach your own personal goal. So helping the town with your votes helps you prolong the game and increase your OWN PERSONAL CHANCES OF WINNING. Also - HOLD YOUR KILL unless you are sure your target is another assassin. Why? First, you only have 2 chances to screw up - so if you use your kill casually you could waste your killing abilities and be left impotent and relying on the chance that others will somehow kill your opponents for you. FURTHERMORE - EACH OF YOUR SCREWED UP KILLS HELPS EITHER THE TOWN OR MAFIA TOWARDS WINNING, and reduces the amount of time you have to win yourself. So don't deprive yourself of time by killing casually. Only in desperate times (when one of mafia or town are visibly dominating) will you have to employ your kill to try to balance the numbers so that the winning side won't immediately win and end the game for you as well. | ||
BloodyC0bbler
Canada7875 Posts
On April 18 2010 05:16 Zona wrote: Wait, what? You claim to be one of the "big names" and you are already giving yourself an excuse for low activity? Seems like a convenient excuse so you produce fewer chances of slipping up and revealing yourself if you were mafia. Are you kidding? You really think that in a game where most players cannot PM, someone would both be able to PM and DT check? As well - all the roles have been revealed in the game, none of the abilities are hidden. Why would you even consider that DTs would be able to PM as well? Detectives need to target players with the aim of finding mafia in a game with no out of thread communications with fellow players. Why? With no out of thread communications with fellow players the usefulness of finding a fellow town player is greatly diminished. It probably isn't a good idea to claim detective early in the game unless you're close to being lynched. If the town already has some suspicion on someone you have checked to be mafia, you should keep up the pressure. However, early in the game it'll be difficult to go after someone you found red if the rest of the town isn't suspicious of them, so keep your result under your hat and pay attention to what this person does, and later on see if you can identify this person's teammates, or go after them once they create more suspicion upon themselves. If the town is getting killed off and is approaching a loss, AT THAT POINT you probably want to claim if you've found some red. You may also want to be more aggressive in going after someone if lynching that person would take mafia numbers from odd to even, which will reduce their KP by one (a big deal in a game such as this). Curious. If medics do what you instruct them to do, then if any of these players are town, it makes them easy to kill at night and easy for the mafia to deprive the town of their ability. But actually from my point of view the only player on this list that I would really try to keep around if town would be Ace. I haven't seen Caller being particularly useful as a town player, nor you, especially in this type of setup. You seem to be strongest in games where PMs are allowed, even your plans contain hopes that DTs are able to PM. The "build a town PM circle and then DT-check/confirm everyone" strategy doesn't work here, and at least from my view that seems to be your strength, rather than people analysis. In fact in past games as a prominent pro-town player you've heavily advocated lynching players who ended up being town when you couldn't rely on DT-checks and other ways to confirm. I can't believe I'm calling you out on so much of your post...but Mad Hatters are similar to vigilantes, except delayed. You say they're like DTs??? What the heck? Anyways - vigilantes, hold your shot until you're really sure a player is mafia, because if you screw up, you contribute to REMOVING AVAILABLE MISLYNCHES from the town!!! That's right. If you screw up your shot, the town could possibly lose an opportunity to screw up a lynch because you killed an extra town-aligned player. And mislynches are more valuable to the town than screwed up vigilante hits because mislynches come with vote counts that include mafia votes, which can be analyzed later on. Also - if early in the game you think you're SURE a player is mafia - YOU ARE WRONG! Look at past games where vigilantes fired early. Especially World at War, considering nukes as daytime vigilante hits. Notice how many town-aligned players with nukes were "SURE" that their nuke targets were mafia - and almost all of them would have hit town! That's why being "sure" early in the game is just a delusion. Mad hatter - since your bombs don't activate until you die, go ahead and place some bombs early - but try not to get killed early either! If you're going to die early you might as well hold back on your bombs, as they will then act as early-game vigilante hits. Not aiming to give myself a reason for low activity. I'm expecting to die early? get it. However, you mention that I am strongest In pm style games, your right. I specialize in extracting info in areas people are more casual. Caller is insanely skilled at infiltration of town circles and keeping himself alive. Ace specializes in bringing cold brutal logic into a situation and has strong analysis. So yes, keeping him alive of the three of us is the smartest choice. As for your mention of dts You are incorrect. Ideally the dt could PM, but he most likely can't. My stance is more follow the style of narrow down a list and survive as long as possible. One dt whos able to come out with a list of confirmed townies is much more destructive in this format than a list of "hey heres one red". Town circles are still possible in this game. Just learn to make them. I shouldn't have to argue this point with you AGAIN. Confirming townies is just as strong if not stronger. In a no pm style game or in a pm style game, it does not matter. DT's confirming people is destructive. And mad hatters should be played purely on analysis. The same style of analysis that DT's use in their checks. They have to spend insane time accurately using their bombs. Gut shotting can work, but as a hatter you have to spend far more time analyzing posts than any other role, as you can't confirm someone except in their death, and you have a 2 shot kp power. Vigi's should hit highly suspected or confirmed reds. | ||
Zona
40426 Posts
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