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Forum Index > TL Mafia
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Ver
Profile Joined October 2008
United States2186 Posts
May 15 2011 09:32 GMT
#381
Sorry for my delay in answering questions. I had an exceptionally busy day and had to prioritize the really important things. I answered all questions in the OP, so please check the update there.

If I missed anything don't hesitate to let me know.
Liquipedia
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
May 15 2011 10:02 GMT
#382
Always the hard,boring job *mumble* fine.
I work alone. // Visit TL Mafia subforum!
Radfield
Profile Joined September 2009
Canada2720 Posts
May 15 2011 14:34 GMT
#383
OK, lets get down to brass tax here. While I appreciate peoples interest in numbers([15][2] for me), they are fairly irrelevant. This is the 4th PYP game, and any attempt to deduce mafia from their numbers(ie, like that mafia wouldn't overlap) is pure WIFOM. No one has done this yet, but I truly feel that the numbers are unimportant.

I'd like to clarify my plan, as i feel it has been a bit misconstrued along the way. The plan has 3 facets to it: Using the first 6 picks to deny mafia, creating a list of anti-town 'No-Pick' roles, and coming up with a list of the best pro-town roles. Also, there are several roles which we need to agree to how they will be used.

I am strongly and ardently opposed to any planning of where pro-town picks should land. The idea that people higher up should take investigative roles and people lower down take protective is a poor one in my mind. Yes, it would be great to avoid town overlap, but not at the expense of giving mafia more info on who has what role. Instead, I propose we create a priority list of the best pro-town roles, and allow town players to choose for themselves whether to take an investigative/offensive/defensive role. This puts the trust of role picking back on individual townies, and lets them run with it.

Part One: So part one of the plan is the denial and placement of super-strong mafia roles. The key here is not to ensure that mafia do not get the role(as anyone in the top 6 could be mafia), but rather to ensure that the town knows where these super strong mafia roles are.

The order I assigned, before the draft order came out, is as follows:

Thief - Flamewheel
Inventor - Scamp
CPR Doctor - Caller
Journalist - Barundar
Vote Rigger - Radfield
Caller GF - GM Marshal

These roles would be taken in the first 6 picks, and in my opinion, substantially help town by knowing where they are. Thief loses it's potency if we know where it is, Inventor can be controlled and forced to be pro-town, a hidden CPR Doctor would effectively double the mafia KP, the Journalist becomes fairly impotent when his location is know, Vote Rigger is an auto-lynch if his power is ever used inappropriately, Caller GF as far as i can tell is vulnerable to alignment checks and hence can be possibly confirmed before Night 2(or whenever his power activates) Ver, can you confirm that Caller GF will show up as red to alignment checks? Also, when is the first moment that Caller GF can send in his recruitment.

If anyone has any questions or comments on these 6 roles or why they need to be assigned, please speak up. As far as I can tell, all 6 of these become far, far less potent to mafia if we know where they are located.

Part Two: We need a list of 'No Pick' roles, which no townie will pick. These are roles which benefit mafia far more than town. The purpose of this is two-fold. First, it allows any role cop to instantly become an alignment cop, which is a huge boon to the town. Second, it allows town to focus their efforts on the other generally more important roles for town.

The list as I see it is as follows:

NRA Member
Hero
Bomber Man
Rock Star
Emporer
Day vig
Vengeful player
America
Kingmaker
Zombie
Admiral Ackbar
Pardoner
Cupid
Prince of Darkness
Suicide Bomber
Politician
Agent of Chaos
Roleblocker
Role Reverser
Framer
Copy Cat
Recruiting Mason
Bone Breaker
Puppeteer
Hooker
Janitor
PYP 3 Veteran
Bus Driver?
Bad Santa?

Several points have been raised about the inclusion of the Day Vig and Zombie. The reason I feel these should be on the 'No Pick' list is again twofold. First, townies have a poor record killing mafia, and second, mafia can use these roles to snipe off confirmed townies AFTER they have been killed or hammered for a lynch. Therefore, lets at least make it more risky for mafia to select those roles.

A general note on KP roles: Town should in general be steering away from taking KP roles, and towards taking investigative roles. Keep in mind that there are around 15 investigative roles, which means that the longer(ie less KP) the game goes on, the larger the advantage for town. It also means a townie using KP is far more likely to kill investigators than mafia.

Part Three: This is a list of the best town roles as i see them, and roles that should be prioritized for the 19-20 townies to take. This is in a general order of best to worst, but by no means is this list meant to be a hard rule, and town players should be encouraged to take any role on the list.

Capitalist
Chuiu Jack
Modern Detective
Priest
Assassin
NKVD Agent
Vigilante
Mafia4 Vet
Role Cop
Jailkeeper
Mafia 2 DT
Veteran
Mad Hatter
Mafia 4 Hatter
Bullet Proof
Bullet Bill
Witch
Medic
Parity Cop
Hider
Alignment Cop
Doctor
Meth Man
Watcher
Bad Santa?
Bus Driver?

Some notes on various roles:

Inventor should be making exclusively bulletproof vests. We cannot guarantee that Scamp is pro-town, therefore it is essential that we make sure he only hands out the most pro-town inventions. Bulletproof vests are excellent for town, and mediocre-poor to mafia(especially if town prioritizes Investigative roles over dt roles).

America. Any player who uses this role should be lynched immediately

Kingmaker Any player who is made King for the day should immediately claim it, and then follow the will of the town by treating it as a double lynch for the day.

CPR Doctor, Journalist and Vote Rigger should never be used by the town players

Tracker should be used to follow the CPR Doctor and ensure he is not visiting anyone(At least initially)

Assassin is an awesome pro-town role, and mostly useless to the mafia unless combined with a mafia role cop.

Bad Santa is not necessarily an anti-town role, as it has exceptional investigative powers.

Alignment Cop despite being Sane or Paranoid, is a fantastic town role that never gets picked.
Radfield
Profile Joined September 2009
Canada2720 Posts
May 15 2011 15:03 GMT
#384
Do not reveal if you got your role or not!!!!! Do not reveal anything at all about the result of your draft pick. Generally any revealed info helps mafia more than town.

The only time to reveal information would be if you're sure it helps town. For instance, if you had the second overall pick and tried to get the traitor and failed. This would be a no-brainer. Or if I try to take the vote-rigger and fail, I would certainly reveal that information. I'm simply suggesting everyone think long and hard before giving out info to the public about your role.

Also, I'd love to hear that Flamewheel, Scamp, Caller, Barundar and GM Marshall are going to take their assigned picks. Frankly, even if you 5 are not going to, just tell us you are anyways(though it's better if you do take them). At least that way the mafia will likely avoid going after those roles.
Barundar
Profile Joined May 2010
Denmark1582 Posts
May 15 2011 15:19 GMT
#385
I'm fine with taking journalist. My English grammar is so bad you will be able to tell the fake posts instantly. Could be fun to make cheznu posts though ~~
Bartundar
Radfield
Profile Joined September 2009
Canada2720 Posts
May 15 2011 15:25 GMT
#386
NRA Member Townies should not take this role. You are far far more likely to kill a medic or dt then you are to kill a mafia member. In addition, because you cannot be checked by an investigative role, you can never become confirmed, which makes the NRA member a huge liability to town.
kitaman27 *
Profile Blog Joined April 2009
United States9245 Posts
May 15 2011 16:37 GMT
#387
There are an awful lot of people are are content to pm their numbers and sit back without commenting on the set-up.
I'm better than dirt. Well, most kinds of dirt. I mean not that fancy store bought dirt. That stuffs loaded with nutrients. I... I can't compete with that stuff.
chaoser
Profile Blog Joined November 2008
United States5541 Posts
May 15 2011 16:39 GMT
#388
Inventor should be making exclusively bulletproof vests. We cannot guarantee that Scamp is pro-town, therefore it is essential that we make sure he only hands out the most pro-town inventions. Bulletproof vests are excellent for town, and mediocre-poor to mafia


Mafia has a lot of cover power this game, there's like 4-5 roles that just let you hide your alignment/role. We can't rely on blue investigation to pull us through, Not to mention inventor will probs not live very long. I'd rather the inventor make more useful stuff than bulletproof vests.

Assassin is an awesome pro-town role, and mostly useless to the mafia unless combined with a mafia role cop.


How is Assassin protown? It's basically a CV for mafia since they can just name GREEN everyone. For townie it's like a one time DT role that confirms one person outright with the potential to KP a lot of shit.

Should you succeed in your hit, you are refunded your kill to use again in the following cycle or later and nobody is the wiser. Should you fail, your target lives but you and your actions will be publically outted, your intended target outted, and you will permanently lose your powers.
Haven't you heard? I'm not an ex-progamer. I'm not a poker player. I'm not an admin of the site. I'm mother fucking Rekrul.
KillerSOS
Profile Blog Joined July 2010
United States4207 Posts
May 15 2011 16:39 GMT
#389
On May 16 2011 00:25 Radfield wrote:
NRA Member Townies should not take this role. You are far far more likely to kill a medic or dt then you are to kill a mafia member. In addition, because you cannot be checked by an investigative role, you can never become confirmed, which makes the NRA member a huge liability to town.


But I live where the NRA is huge! Always wanted to be just like my neighborers >_>
chaoser
Profile Blog Joined November 2008
United States5541 Posts
May 15 2011 16:58 GMT
#390
wait, nvm, re-read how assassin works, they can't write GREEN name
Haven't you heard? I'm not an ex-progamer. I'm not a poker player. I'm not an admin of the site. I'm mother fucking Rekrul.
Radfield
Profile Joined September 2009
Canada2720 Posts
May 15 2011 17:16 GMT
#391
[+ Show Spoiler +
QUOTE]On May 16 2011 01:39 chaoser wrote:
Inventor should be making exclusively bulletproof vests. We cannot guarantee that Scamp is pro-town, therefore it is essential that we make sure he only hands out the most pro-town inventions. Bulletproof vests are excellent for town, and mediocre-poor to mafia


Mafia has a lot of cover power this game, there's like 4-5 roles that just let you hide your alignment/role. We can't rely on blue investigation to pull us through, Not to mention inventor will probs not live very long. I'd rather the inventor make more useful stuff than bulletproof vests.

Assassin is an awesome pro-town role, and mostly useless to the mafia unless combined with a mafia role cop.


How is Assassin protown? It's basically a CV for mafia since they can just name GREEN everyone. For townie it's like a one time DT role that confirms one person outright with the potential to KP a lot of shit.

Should you succeed in your hit, you are refunded your kill to use again in the following cycle or later and nobody is the wiser. Should you fail, your target lives but you and your actions will be publically outted, your intended target outted, and you will permanently lose your powers.

[/QUOTE]

I'm not 100% sure what you mean by relating mafia cover roles to the inventor. I absolutely agree that we cannot rely on blue investigations during the game(as we may have none), and have no intention of letting town focus on role plays or hoping on investigators. An inventor who is handing out bulletproof vests will probably live for a while, as he/she will be a prime target for medic coverage.

I'd like to hear what kind of stuff you think is more useful for an inventor who's alignment is unknown. Any invention made will show up in the day post, so it has to be something unambiguously pro-town, or the inventor will get lynched. This happened in PYP1, when the inventor made a cel phone. His intention was to start a PM circle, but a cel phone can be used for other purposes, like detonating a bomb for instance. Bulletproof vests are great, as they are unambiguous in their purpose, and benefit town much more than mafia(assuming the inventor is mafia-aligned).
Ver
Profile Joined October 2008
United States2186 Posts
Last Edited: 2011-05-15 17:44:02
May 15 2011 17:18 GMT
#392
Ver, can you confirm that Caller GF will show up as red to alignment checks? Also, when is the first moment that Caller GF can send in his recruitment.


Caller godfather will appear as whatever he wishes to a standard rolecheck by say, the modern detective (Town Chuiu Jack for example). However, he will appear red to an alignment-only check. The Caller Godfather can recruit night 3. The start of Day 4 is when his recruit, if successful, joins the mafia.

edit: thought about this some more and changed it so that caller GF can be seen via alignment-only checks only. He is still immune to votechecks.
Liquipedia
kitaman27 *
Profile Blog Joined April 2009
United States9245 Posts
May 15 2011 17:26 GMT
#393
On May 16 2011 02:16 Radfield wrote:
I'd like to hear what kind of stuff you think is more useful for an inventor who's alignment is unknown. Any invention made will show up in the day post, so it has to be something unambiguously pro-town, or the inventor will get lynched. This happened in PYP1, when the inventor made a cel phone. His intention was to start a PM circle, but a cel phone can be used for other purposes, like detonating a bomb for instance. Bulletproof vests are great, as they are unambiguous in their purpose, and benefit town much more than mafia(assuming the inventor is mafia-aligned).


Bulletproof vests that explode when given to mafia?
I'm better than dirt. Well, most kinds of dirt. I mean not that fancy store bought dirt. That stuffs loaded with nutrients. I... I can't compete with that stuff.
tnkted
Profile Blog Joined September 2010
United States1359 Posts
May 15 2011 17:34 GMT
#394
What about the other godfather role? What will he show up as to rolechecks? The post just makes it appear that he shows up green to alignment checks. It doesn't say anything about rolechecks.

Also, inventor can't make more than one of the same type of item... that means he can make ONE bulletproof vest. He could make like, a redirector item that redirects a bullet to somebody else, or a mirror item that mirrors all actions back on the actioner, but only one bulletproof item.
'I think "tnkted" may have justified this entire thread.' - Mjolnir
Ver
Profile Joined October 2008
United States2186 Posts
May 15 2011 17:55 GMT
#395
What about the other godfather role? What will he show up as to rolechecks? The post just makes it appear that he shows up green to alignment checks. It doesn't say anything about rolechecks.


The Mafia XII Godfather will show up as whatever you want to rolechecks/dt actions and green to alignment only checks. He will show up as green to votechecks as well.
Liquipedia
tnkted
Profile Blog Joined September 2010
United States1359 Posts
May 15 2011 18:13 GMT
#396
A really good inventer item would be an item that reveals the alignment and the action of the person who uses it to everyone. Such an item would probably have to be a two part item though, to avoid screwing up the game. I thought about combining several of these, but ver is likely to shoot down any multiple-effect items. The solution is to create items that work together!

By this I mean the inventer would invent:
N1: Broadcasting tower, and give it to a townie. The broadcasting tower will announce, in the day post, whatever that townie wants it to say (at least for d1. d2, the townie will post the below).
N2 (to somebody suspicious): Action revealer. Anything that this person did (but not their role, or alignment, simply whether they did an action) is sent to the broadcasting tower.
N3 (to somebody suspicious): Role revealer. Same as above, but the role is broadcasted to everyone. It's up to the inventor if he wants to reveal who he gave this item to.
N4 (to somebody suspicious): Alignment revealer. Obvious what this one does.
N5 (to somebody that is probably green, and unlikely to die): Combined Revealer. Using the power of all three previous items, the combined revealer can be directed at somebody in the game and will reveal the alignment, role, and action they did at night. This information is not given to the townie that uses this item, but rather to the broadcasting tower.


Of course, this plan relies on the inventor AND five specific townies surviving to the end of the game, but if we can pull it off its basically autowin since its a supercheck that reveals action targets, kind of like combining a rolecop, alignment cop, and tracker. In addition, the effects are unfuckupable: the first 3 revealer items are items that are guarrenteed to either confirm or reveal scum, and this way no DT has to reveal himself in thread to tell what he's learned the previous night!
'I think "tnkted" may have justified this entire thread.' - Mjolnir
Radfield
Profile Joined September 2009
Canada2720 Posts
May 15 2011 18:18 GMT
#397
On May 16 2011 02:34 tnkted wrote:
Also, inventor can't make more than one of the same type of item... that means he can make ONE bulletproof vest. He could make like, a redirector item that redirects a bullet to somebody else, or a mirror item that mirrors all actions back on the actioner, but only one bulletproof item.



Good point, so this means we need a list of about 4 pro-town items. Bulletproof vest, Medic Kit, Alignment Checks and Veteran Powers would all make the list. I'm sure there are some others, but these types of roles are all great for a town player, and weak for a mafia player. But that can be sorted out day-to-day if the inventor lives.
Fishball
Profile Joined December 2005
Canada4788 Posts
May 15 2011 18:24 GMT
#398
I like an item that reveals the number of moles in the game, the only unknown variable.
靈魂交響曲
infinitestory
Profile Blog Joined April 2010
United States4053 Posts
May 15 2011 18:26 GMT
#399
I think we can easily get more pro-town inventions if we think outside the box. e.g.:
A robotic dog which can seek out gunpowder. If given to a person with a gun, it'll sneeze all night and notify everyone. If not, the person gets a onetime Bullet Bill check.
Translator:3
infinitestory
Profile Blog Joined April 2010
United States4053 Posts
May 15 2011 18:27 GMT
#400
On May 16 2011 03:24 Fishball wrote:
I like an item that reveals the number of moles in the game, the only unknown variable.

This might not mean anything, but I think every time moles are referenced in the OP, it's "the mole," singular.
Translator:3
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