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Hypothetical Situation 2 - Page 2

Forum Index > TL Mafia
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Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
October 25 2011 00:21 GMT
#21
On October 25 2011 06:59 chaoser wrote:
Show nested quote +
2) Attack a random townie. Do not confirm the masons for as long as it's viable. Role-block random townies or anybody who claims DT.

4) Consider healing a mason, the more likely one to die, or do nothing. In the worst case scenario, you confirm both.


Wut....so mafia shouldn't shoot masons but the CPR doctor should "save the one most likely to die"? Masons claiming already pretty much confirmed them.

Exactly why on the first night you don't want to attack them.
Leave any doubt there until they get dt checked just in case, look for anyone that suddenly supports them since you think there's a normal cop. You have no way of knowing the medic isn't a standard one, therefore you know the people that are most likely town are the mason claimers.
Similarly, the CPR doc should consider healing a mason because most mafia will think it's optimal to attack two townies that confirm each other in death.
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
Last Edited: 2011-10-25 00:25:41
October 25 2011 00:23 GMT
#22
CPR doc should not be trying to heal anyone n1, or even n2 IMO.

CPR doc is basically a vig that happens to heal its target if it gets shot. Therefore IMO you should play CPR like a vig, not a medic.

EDIT: Unless it's completely certain who will get hit, ofc. That's not always apparent though.

Think about this: Cop claims and the two masons are still alive. Who does the CPR protect?

Scum can easily shoot either the cop or one of the masons. If I was scum I'd actually shoot a mason since the medic would have to flip a coin to determine which to prot, and the cop is an easy lynch if the scum can spin it that way.

CPR is a hard role to play if you're trying to actually prot someone. Usually you'll just end up killing them.
Palmar
Profile Blog Joined July 2010
Iceland22634 Posts
Last Edited: 2011-11-01 11:20:39
November 01 2011 11:11 GMT
#23
On October 25 2011 04:18 Ace wrote:
+ Show Spoiler +
There is a 9 player no gimmicks or bullshit game. The Creator starts off with this:

2 Scum {1 Roleblocker, 1 Framer} with 1 KP

vs

2 Masons
1 Detective
1 Medic
3 Vanilla Town


After realizing that the 2 Masons read the book of Ace and will therefore roleclaim on Day 1 and screw the Scum over he changes his game to this:

2 Scum {1 Roleblocker, 1 Framer} with 1 KP

vs

2 Masons
1 Parity Cop (no self investigation)
1 CPR Doctor
3 Vanilla Town




The game starts and both Masons claim immediately. As Scum this is the only concrete information you know, but you suspect a doctor and DT are in the game. As Town, you also suspect this but do know there are definitely 2 Scum in the game. Whether a Roleblock hits a Power Role or not the player will always be informed he/she has been blocked.

1.) The game mod took into account that the Masons could still role claim on Day 1. Why did he do this?

2.) If you are the Scum what is your plan of action for Night 1? Assume Day 1 ended with a No Lynch.

3.) Likewise for the PC.

4.) Likewise for the CPR Doctor

5.) Is it fair for game balance to switch the Parity Cop with a Detective that is Naive or Paranoid?



1.) The game mod realized that the masons can now be killed without a 50% chance of failure because the doc might as well protect one of them night 1. The CPR Doc is really just a vigilante.

2. You frame one of the masons, it's that simple. Even if you can wifom that the cop might not risk checking one of them you do it anyway, it's simply the best use of the frame on night one. I don't know if as town I suspect there is a framer, but especially if town has no idea there might be a framer, you should frame that one.

Roleblocking masons is useless, so just randomly block into the rest of town, it doesn't actually matter too much whom you roleblock, but I suggest keeping in mind that you might want to use the roleblock later on the same person, so use the blue-hunting skills you have to figure one out. Even if the roleblocked person claims, it can either be counter-claimed or you can talk town into believing mafia is trying to claim a roleblock.

You kill one of the people you aren't roleblocking from town, since you don't actually know the doc is really a vigilante, you think he's a normal doc, and the logical thing to do is to protect the masons.

3.) As the PC you should simply go for whomever you have the best town-read on, especially if you think there is a chance of a framer being in the game. Don't bother with the masons if you think there might be a framer.

4.) Kill the person you have a scum-read on, ignore the masons, you suspect there is a cop in the game so you just try to kill whomever you think is scum.

5. Well seeing as I think a game with a Vigilante, 6 vanilla townies and 2 (1 roleblocker) is balanced enough, I think it wouldn't be a problem, I'm not sure if it achieves the SAME balance as the other setup, but it's definitely not broken.

I guess I should clarify, I'm really confident in my day 1 reads, so I have no problem with shooting night one as the CPR doc, or relying on reads over logic as the PC. Going for someone who is oozing green on day 1 is great because mafia might even shoot him so you know what your baseline is as PC.

Same thing with shooting as the CPR Doc, you have 7 unknowns, one of which is you, so there's 6 unknowns, and 2 of them are mafia. This means you have a 33% chance to hit scum anyway, and this completely ignores the fact that you should be able to apply some analysis to your shot so you can hit scum.

I'll take that gamble as CPR Doc.
Computer says mafia
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