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Team Mini Mafia III BCE - Page 7

Forum Index > TL Mafia
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Korynne
Profile Blog Joined March 2010
Canada990 Posts
January 03 2011 13:30 GMT
#121
On January 03 2011 19:21 Subversion wrote:
lol, poor Korynne

He used to be so innocent


That's a she, and no I was never innocent.
TL Mawfyah~ http://www.teamliquid.net/forum/index.php?show_part=31
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26782 Posts
January 03 2011 15:28 GMT
#122
Lynch Incognito.

Enough said.
Writerdamn, i was two days from retirement
LSB
Profile Blog Joined April 2010
United States5171 Posts
January 03 2011 15:37 GMT
#123
Well... Activity isn't going to magically create itself. So...



All right, in many games there was an uneventful first day. Lets not make this one of those games.

A few things to talk about:
  • Should we lynch an inactive day one? Assuming of course, there is no good alternative
  • Plans for the roles

Inactives:
A big problem in every mafia game is inactivity. I don't want another drag_ being able to squeak by with barely any posts. We should immediately show it is not okay to be inactive.

Inactive players hurt the town as they waste lynches down the road as the town will need to try to separate the mafia from the inactives.

We should therefore push to lynch an inactive day one. This will force the assassins to discuss and not be able to turtle, increasing the chance they will slip up.
The key is that we have to make sure the town knows it is not okay to just simply sit back and not do anything. This way, hopefully everyone will be active and we won't need to lynch an inactive.

Plan
Firstly. DO NOT CLAIM
DO NOT CLAIM

Good now that we got that out of the way, some other ideas.

Generic Blue Activity plan
One plan that would work is to use the blue roles to promote activity in the town.
The DTs should check the inactive people and the lurkers, as it is incredibly difficult if not impossible to tell the difference between a bored townie and a lurking mafia.
The Medics should protect active players, this way the mafia won't be able to take out the people who are contributing the most to town, so people won't be scared of trying to put forth their opinions.
Once is an accident. Twice is coincidence. Three times is an enemy action. Bus Driver can never target themselves I'm sorry
deconduo
Profile Blog Joined January 2008
Ireland4122 Posts
January 03 2011 15:51 GMT
#124
Would a good idea be to work off the assumption we are in setup #2? Basically we assume that there are no blues, and if we do have a DT or medic its a bonus. That way we focus more on scumhunting rather than relying on a DT/medic to form a circle that might not be there at all.
LSB
Profile Blog Joined April 2010
United States5171 Posts
January 03 2011 15:59 GMT
#125
Good point about that. If everyone is pretty active I don't think its going to be a problem.

But even if we are in setup #2, the plan still can accomplish it's goal. The big point of the plan is its there to try to encourage activity. It's to try to change play so that people, and the mafia, will become more active.

Just the threat of DTs checking lurkers should be enough for the mafia to start posting a bit. And just the threat of medics protecting active people should be enough for the mafia to try to either A) get protected. Or B) not hit actives.
Once is an accident. Twice is coincidence. Three times is an enemy action. Bus Driver can never target themselves I'm sorry
deconduo
Profile Blog Joined January 2008
Ireland4122 Posts
January 03 2011 16:04 GMT
#126
On January 04 2011 00:59 LSB wrote:
Good point about that. If everyone is pretty active I don't think its going to be a problem.

But even if we are in setup #2, the plan still can accomplish it's goal. The big point of the plan is its there to try to encourage activity. It's to try to change play so that people, and the mafia, will become more active.

Just the threat of DTs checking lurkers should be enough for the mafia to start posting a bit. And just the threat of medics protecting active people should be enough for the mafia to try to either A) get protected. Or B) not hit actives.


The mafia have an advantage in that they can eliminate 2 of the setups as possibilities as well. That kind of sucks a bit too.
Kavdragon
Profile Blog Joined August 2010
United States1251 Posts
January 03 2011 16:18 GMT
#127
On January 04 2011 01:04 deconduo wrote:
Show nested quote +
On January 04 2011 00:59 LSB wrote:
Good point about that. If everyone is pretty active I don't think its going to be a problem.

But even if we are in setup #2, the plan still can accomplish it's goal. The big point of the plan is its there to try to encourage activity. It's to try to change play so that people, and the mafia, will become more active.

Just the threat of DTs checking lurkers should be enough for the mafia to start posting a bit. And just the threat of medics protecting active people should be enough for the mafia to try to either A) get protected. Or B) not hit actives.


The mafia have an advantage in that they can eliminate 2 of the setups as possibilities as well. That kind of sucks a bit too.



Agreed, but that's always the case with mafia, right? They will will have the information advantage right from the start.

glhf all. Go town.
I'm currently on an indefinite hiatus from TL =(
Beneather
Profile Joined March 2010
Canada451 Posts
January 03 2011 20:19 GMT
#128
Happy New Year everyone checking in.
I have a problem I haven't gotten a response from my partner Bloody C0bbler yet.
¯\_(ツ)_/¯ Day[9} <3
Foolishness *
Profile Blog Joined May 2009
United States3044 Posts
January 03 2011 20:24 GMT
#129
From TL Mafia XXXV:

On December 27 2010 11:11 LSB wrote:
+ Show Spoiler +
I wanted to wait for the day post before posting this but w/e


All right, in many games there was an uneventful first day. Lets not make this one of those games.

A few things to talk about:
  • Should we lynch an inactive day one? Assuming of course, there is no good alternative
  • Plans for the roles

Inactives:
A big problem in every mafia game is inactivity. I don't want another drag_ being able to squeak by with barely any posts. We should immediately show it is not okay to be inactive.

Inactive players hurt the town as they waste lynches down the road as the town will need to try to separate the mafia from the inactives.

We should therefore push to lynch an inactive day one. This will force the assassins to discuss and not be able to turtle, increasing the chance they will slip up.
The key is that we have to make sure the town knows it is not okay to just simply sit back and not do anything. This way, hopefully everyone will be active and we won't need to lynch an inactive.

Plan
Firstly. DO NOT CLAIM
DO NOT CLAIM

Good now that we got that out of the way, some other ideas.

Generic Blue Activity plan
One plan that would work is to use the blue roles to promote activity in the town.
The DTs should check the inactive people and the lurkers, as it is incredibly difficult if not impossible to tell the difference between a bored townie and a lurking mafia.
The Medics should protect active players, this way the mafia won't be able to take out the people who are contributing the most to town, so people won't be scared of trying to put forth their opinions.

Framer Issue: Framers are much better put to use framing the important townies. So any attempt by the mafia for framing the inactives would be a waste.


From this game:

On January 04 2011 00:37 LSB wrote:
Well... Activity isn't going to magically create itself. So...



All right, in many games there was an uneventful first day. Lets not make this one of those games.

A few things to talk about:
  • Should we lynch an inactive day one? Assuming of course, there is no good alternative
  • Plans for the roles

Inactives:
A big problem in every mafia game is inactivity. I don't want another drag_ being able to squeak by with barely any posts. We should immediately show it is not okay to be inactive.

Inactive players hurt the town as they waste lynches down the road as the town will need to try to separate the mafia from the inactives.

We should therefore push to lynch an inactive day one. This will force the assassins to discuss and not be able to turtle, increasing the chance they will slip up.
The key is that we have to make sure the town knows it is not okay to just simply sit back and not do anything. This way, hopefully everyone will be active and we won't need to lynch an inactive.

Plan
Firstly. DO NOT CLAIM
DO NOT CLAIM

Good now that we got that out of the way, some other ideas.

Generic Blue Activity plan
One plan that would work is to use the blue roles to promote activity in the town.
The DTs should check the inactive people and the lurkers, as it is incredibly difficult if not impossible to tell the difference between a bored townie and a lurking mafia.
The Medics should protect active players, this way the mafia won't be able to take out the people who are contributing the most to town, so people won't be scared of trying to put forth their opinions.

Copy paste ftw?
geript: "Foolishness's cases are persuasive and reasonable but leave you feeling dirty afterwards. Kinda like a whore." ---- Manager of the TL Mafia forum, come play!
RebirthOfLeGenD
Profile Blog Joined November 2008
USA5860 Posts
January 03 2011 20:26 GMT
#130
On January 04 2011 00:51 deconduo wrote:
Would a good idea be to work off the assumption we are in setup #2? Basically we assume that there are no blues, and if we do have a DT or medic its a bonus. That way we focus more on scumhunting rather than relying on a DT/medic to form a circle that might not be there at all.

Since there is NO PM'S in this game apart from your team mate, your circle is pretty much limited to those who share your role.
Be a man, Become a Legend. TL Mafia Forum Ask for access!!
LSB
Profile Blog Joined April 2010
United States5171 Posts
January 03 2011 20:39 GMT
#131
On January 04 2011 05:24 Foolishness wrote:
From TL Mafia XXXV:

Show nested quote +
On December 27 2010 11:11 LSB wrote:
+ Show Spoiler +
I wanted to wait for the day post before posting this but w/e


All right, in many games there was an uneventful first day. Lets not make this one of those games.

A few things to talk about:
  • Should we lynch an inactive day one? Assuming of course, there is no good alternative
  • Plans for the roles

Inactives:
A big problem in every mafia game is inactivity. I don't want another drag_ being able to squeak by with barely any posts. We should immediately show it is not okay to be inactive.

Inactive players hurt the town as they waste lynches down the road as the town will need to try to separate the mafia from the inactives.

We should therefore push to lynch an inactive day one. This will force the assassins to discuss and not be able to turtle, increasing the chance they will slip up.
The key is that we have to make sure the town knows it is not okay to just simply sit back and not do anything. This way, hopefully everyone will be active and we won't need to lynch an inactive.

Plan
Firstly. DO NOT CLAIM
DO NOT CLAIM

Good now that we got that out of the way, some other ideas.

Generic Blue Activity plan
One plan that would work is to use the blue roles to promote activity in the town.
The DTs should check the inactive people and the lurkers, as it is incredibly difficult if not impossible to tell the difference between a bored townie and a lurking mafia.
The Medics should protect active players, this way the mafia won't be able to take out the people who are contributing the most to town, so people won't be scared of trying to put forth their opinions.

Framer Issue: Framers are much better put to use framing the important townies. So any attempt by the mafia for framing the inactives would be a waste.


From this game:

Show nested quote +
On January 04 2011 00:37 LSB wrote:
Well... Activity isn't going to magically create itself. So...



All right, in many games there was an uneventful first day. Lets not make this one of those games.

A few things to talk about:
  • Should we lynch an inactive day one? Assuming of course, there is no good alternative
  • Plans for the roles

Inactives:
A big problem in every mafia game is inactivity. I don't want another drag_ being able to squeak by with barely any posts. We should immediately show it is not okay to be inactive.

Inactive players hurt the town as they waste lynches down the road as the town will need to try to separate the mafia from the inactives.

We should therefore push to lynch an inactive day one. This will force the assassins to discuss and not be able to turtle, increasing the chance they will slip up.
The key is that we have to make sure the town knows it is not okay to just simply sit back and not do anything. This way, hopefully everyone will be active and we won't need to lynch an inactive.

Plan
Firstly. DO NOT CLAIM
DO NOT CLAIM

Good now that we got that out of the way, some other ideas.

Generic Blue Activity plan
One plan that would work is to use the blue roles to promote activity in the town.
The DTs should check the inactive people and the lurkers, as it is incredibly difficult if not impossible to tell the difference between a bored townie and a lurking mafia.
The Medics should protect active players, this way the mafia won't be able to take out the people who are contributing the most to town, so people won't be scared of trying to put forth their opinions.

Copy paste ftw?

I actually copied it straight from Pokemafia, but no one noticed :D!

Still its suppose to start discussion. Which isn't happening. What do you think?

I think if nothing happens day one, lynching inactives isn't a bad idea.
Once is an accident. Twice is coincidence. Three times is an enemy action. Bus Driver can never target themselves I'm sorry
aidnai
Profile Joined January 2010
United States1159 Posts
January 03 2011 21:22 GMT
#132
Here we go again!

Since I didn't get it and Kav explained it to me, I'll assume someone else could benefit from an explanation as well: The colors on the banner are supposed to represent teams.

Decon: I think it'd be silly to have a roleblocker and no roles to block, no? Setup 2 is the least likely imo. However, town circle is still out (no pm's).

A few rules to clear up:
Are we expected to stop communicating with our senior/junior partner if they are modkilled?
Do we vote to lynch teams, or individuals?
aidnai
Profile Joined January 2010
United States1159 Posts
January 03 2011 21:36 GMT
#133
EBWOP

A few rules to clear up:
Are we expected to stop communicating with our senior/junior partner if they are modkilled?
Do we vote to lynch teams, or individuals?

LSB
Profile Blog Joined April 2010
United States5171 Posts
January 03 2011 22:07 GMT
#134
Hypothetically every single setup has an equal chance of occurring. Unless the host meddled in the selection.

But either way, we shouldn't count on a role being there.
Once is an accident. Twice is coincidence. Three times is an enemy action. Bus Driver can never target themselves I'm sorry
RebirthOfLeGenD
Profile Blog Joined November 2008
USA5860 Posts
January 03 2011 22:13 GMT
#135
On January 04 2011 06:36 aidnai wrote:
EBWOP

A few rules to clear up:
Are we expected to stop communicating with our senior/junior partner if they are modkilled?
Do we vote to lynch teams, or individuals?


This game will have no modkills, I have decided it is pointless because both juniors and seniors are useless without the other. If you are inactive then its your loss on a learning experience and I will ban you from future boot camps. By joining this game and going inactive you steel someone elses opportunity to learn which is a dick move.
Be a man, Become a Legend. TL Mafia Forum Ask for access!!
RebirthOfLeGenD
Profile Blog Joined November 2008
USA5860 Posts
Last Edited: 2011-01-03 22:16:07
January 03 2011 22:15 GMT
#136
and you vote to lynch teams. If at the end of the day team X has the most votes, all members of team X are lynched.
Be a man, Become a Legend. TL Mafia Forum Ask for access!!
deconduo
Profile Blog Joined January 2008
Ireland4122 Posts
January 03 2011 23:00 GMT
#137
On January 04 2011 06:22 aidnai wrote:
Here we go again!

Since I didn't get it and Kav explained it to me, I'll assume someone else could benefit from an explanation as well: The colors on the banner are supposed to represent teams.

Decon: I think it'd be silly to have a roleblocker and no roles to block, no? Setup 2 is the least likely imo. However, town circle is still out (no pm's).

A few rules to clear up:
Are we expected to stop communicating with our senior/junior partner if they are modkilled?
Do we vote to lynch teams, or individuals?


I'm assuming its randomly rolled, so each setup is just as likely. The idea with a roleblocker and no roles to block is just to give mafia information about which setup it is.
aidnai
Profile Joined January 2010
United States1159 Posts
January 04 2011 00:34 GMT
#138
Well, I guess i'm not gonna wait around for my buddy to show up before I post anything.

@Deconduo: ok, if any setup is equally likely, than I agree we should "assume" setup 2 -- no blues. It's never good to rely on blues too much anyway.

LSB, I'm pretty sick of the day 1 let's lynch inactives campaign...but with almost no activity so far, we might have to. Maybe everyone is trying to coordinate with their partner before diving in head first? I know Kav and I have had internet availability issues at home as well, I might be stuck posting from work only for a bit
Kavdragon
Profile Blog Joined August 2010
United States1251 Posts
January 04 2011 01:31 GMT
#139
On January 04 2011 09:34 aidnai wrote:
Well, I guess i'm not gonna wait around for my buddy to show up before I post anything.

LSB, I'm pretty sick of the day 1 let's lynch inactives campaign...but with almost no activity so far, we might have to. Maybe everyone is trying to coordinate with their partner before diving in head first? I know Kav and I have had internet availability issues at home as well, I might be stuck posting from work only for a bit


First: Yes. Please people: Don't wait for your team mate to begin posting. You'll waste valuable time. So far we've had activity from 4 of 9 juniors. Not good.

Second: The game is about analyzing posts. Day one there is nothing to analyze, and so we have to put something out there to discuss. Since we must come to a decision as to who we lynch by the end of the day, the topic of lynching inactives fits quite nicely. It also serves the purpose of pressuring people to post. If you have something better to discuss, let's hear it.

I'm currently on an indefinite hiatus from TL =(
Nemesis
Profile Blog Joined May 2009
Canada2568 Posts
January 04 2011 01:46 GMT
#140
Ok I just got here. Just to share my ideas with the current plans.

On January 04 2011 00:51 deconduo wrote:
Would a good idea be to work off the assumption we are in setup #2? Basically we assume that there are no blues, and if we do have a DT or medic its a bonus. That way we focus more on scumhunting rather than relying on a DT/medic to form a circle that might not be there at all.

I wouldn't make any assumptions as to what setup we are going with. We should consider all the possible setups. But yes, we should focus more on scumhunting than relying on forming circles based on blue roles.

On January 04 2011 00:37 LSB wrote:
Well... Activity isn't going to magically create itself. So...



All right, in many games there was an uneventful first day. Lets not make this one of those games.

A few things to talk about:
  • Should we lynch an inactive day one? Assuming of course, there is no good alternative
  • Plans for the roles

Inactives:
A big problem in every mafia game is inactivity. I don't want another drag_ being able to squeak by with barely any posts. We should immediately show it is not okay to be inactive.

Inactive players hurt the town as they waste lynches down the road as the town will need to try to separate the mafia from the inactives.

We should therefore push to lynch an inactive day one. This will force the assassins to discuss and not be able to turtle, increasing the chance they will slip up.
The key is that we have to make sure the town knows it is not okay to just simply sit back and not do anything. This way, hopefully everyone will be active and we won't need to lynch an inactive.

Plan
Firstly. DO NOT CLAIM
DO NOT CLAIM

Good now that we got that out of the way, some other ideas.

Generic Blue Activity plan
One plan that would work is to use the blue roles to promote activity in the town.
The DTs should check the inactive people and the lurkers, as it is incredibly difficult if not impossible to tell the difference between a bored townie and a lurking mafia.
The Medics should protect active players, this way the mafia won't be able to take out the people who are contributing the most to town, so people won't be scared of trying to put forth their opinions.

Although, I myself do not like inactives, our goal is to lynch mafia. So unless we can't come up with any good target to lynch by the end of the day, then I don't advocate the lynching of inactives, but lynching them might be a good idea if we have nothing else to go on.

As for dts checking inactive people(if we do indeed have dts), I think that might be a lot better plan than lynching inactives as we would be wasting town's greatest weapon. Lynching inactives is basically the same as RNG, a random chance of lynching scum. The only good thing is it prevents inactivity and encourages acitivity.
Lee Young Ho fighting! KT P are just CHINTOSSTIC.
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