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On May 15 2012 15:22 Carolus Magnus wrote: Sure you know where it is. You don't know the alignment of the dude though. So your plan is to tie even more roles to prevent Cpr from acting. That imho sucks balls. That are 4 other possible kp sources so by the time you can establish constant kp is being used it doesn't matter much anymore. If you invest so much into denying cpr mafia will simply not try to get and leave useless cpr in towns hands and get an advantage for free. They can ensure colision to avoid any of the very top spots easily. I'm not assigning GF because it's stronger than other kp roles, it's because 1) It's useless for town, so mafia can get it a relative low spots if we don't assign it; 2) It has 1 kp AND is imune to role checks. Very strong for scum, specially if we don't know where it is.
nah the plan right now is really just to to make it #1 CPR #2 Janitor #3 Rnd between CPR and Janitor for maximum wifom and confusion!
So we really don't add more roles in there to deal with the CPR. I'm just saying that I think a town RB is almost useless but it's still decent or good for mafia. So if someone wants to deny that we might as well put it to use and make it a fool-safety for the CPR.
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On May 15 2012 11:55 Toadesstern wrote:Come on, this really is like WBGs C9++ all over again just that Qatol has taken over Sandrobas place. I tell everyone that making sure mafia can't grab the CPR should be number #1 priority and we should make it something like #1 CPR #2 CPR or #1 CPR #2RB and that Sandrobas plan sounds more promising to mafia than it does for town and everyone is like "screw that guy, Sandroba is right, Toad is just telling bullshit". Just that people don't call me retarded this game because GM would probably modkill for that, so it's a more pleasent way of calling me retarded while still meaning the same. Qatol gets in here, basicly tells the exact same things I've been telling people and everyone is suddenly like "well that guy has a point! That sounds really awesome and logical! We should totally do that!" You've simply got to be kidding me. But yeah I'm fine with not getting credit for the basic idea and telling people they are wrong in sheeping Sandroba and that we should instead try to deny the CPR 100% as long as people end up doing the right thing. That way Qatol gets shot and I'm safe while being the hero town needs. + Show Spoiler +If that's not a nomination for Drama Queen award I don't know what else I need to do to get that award Well for what it's worth you made me rethink things I guess since we aren't native speakers it isn't as clear? Qatol say exactly the same as me regarding traitors, and it sounds way better.
I like the randomize plan, seems a lot like the one we used in PYP:I.
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What are peoples thoughts on denying more roles than 2? While I agree janitor/cpr are the most powerful, we could introduce a random deny between roleblocker/godfather at spot 3, and use spot 4 as a confirmation spot. I think sandrobas point that we don't have to confirm janitor is a decent one, if it gets used spot 2 gets lynched no matter if he is the actual jailor or not.
Also while this plan only relies on the coorporation of the top spots, it's important that people give their opinionsupport on it/support for it before the draft order is out, so we don't have to salvage the plan between a few coorporative townies afterwards.
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how about we all pick vanilla town?
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On May 15 2012 18:31 Palmar wrote: how about we all pick vanilla town? Here's to you clashing ending up far away from powerful roles ![](/mirror/smilies/bier.gif)
urgh sorry for giving in to one line spam
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Hi guys :D
After having read through the thread I fully agree with the plans proposed by Toad and Qatol so far. CPR is definately a really powerful role and keeping it accountable should be a top pirority. Same goes for Janitor. Is there a reason why we arent carrying this out for roles such as roleblocker too? Echoing Toad I find it highly unlikely that a town RB will be of much use considering the probable high density of blues, and that a scum RB will be very useful later on, especially when claims start rolling in.
I also dont really see how GF is as powerful as sandroba says that he wants the first person to take it. Theres only 1 alignment cop (parity cop) which makes the check immunity power rarely come into play anyway, and the vengeful part doesnt seem that powerful as its simply a 1 for 1 (always good for town) and it applies only on a lynch - considering the amount of KP roles its highly likely a decent portion of scum are going to die to something other than the lynch anyway.
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On May 15 2012 18:23 Barundar wrote: What are peoples thoughts on denying more roles than 2? While I agree janitor/cpr are the most powerful, we could introduce a random deny between roleblocker/godfather at spot 3, and use spot 4 as a confirmation spot. I think sandrobas point that we don't have to confirm janitor is a decent one, if it gets used spot 2 gets lynched no matter if he is the actual jailor or not.
Also while this plan only relies on the coorporation of the top spots, it's important that people give their opinionsupport on it/support for it before the draft order is out, so we don't have to salvage the plan between a few coorporative townies afterwards.
spot 3 is supposed to be a random confirmation for 1/2, people on spot 4 onwards can use their brain to deny strong mafia roles or pick strong town roles; IMO assigning more than three spots is too much.
besides, we wouldn't even have a way to confirm this random RB/GF denial, and that would require even more confirmation spots, taking too much of the plan's credibility(too much of a chance to have mafia on these spots) and possibly hurting town more than it should.
I down for 1. CPR 2. Janitor 3. (CPR/Janitor RNG)
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Hi guys :D
After not having read through the thread I don't agree with the plans proposed by Toad and Qatol so far. CPR is definitely a really powerful role and keeping it accountable should be a top pirority. Same goes for Janitor. Is there a reason why we arent carrying this out for roles such as roleblocker too? Unlike Toad I find it highly likely that a town RB will be of much use considering the probable high density of blues on the scum team, but a scum RB will be very useful despite no one being dumb enough to claim randomly.
I also dont really see how GF is as powerful as sandroba says that he wants the first person to take it. Theres only 1 alignment cop (parity cop) which makes the check immunity power rarely come into play anyway, and the vengeful part doesnt seem that powerful as its simply a 1 for 1 (always good for town) and it applies only on a lynch - considering the amount of KP roles its highly likely a decent portion of scum are going to die to something other than the lynch anyway.
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On May 15 2012 20:12 Palmar wrote: Hi guys :D
After not having read through the thread I don't agree with the plans proposed by Toad and Qatol so far. CPR is definitely a really powerful role and keeping it accountable should be a top pirority. Same goes for Janitor. Is there a reason why we arent carrying this out for roles such as roleblocker too? Unlike Toad I find it highly likely that a town RB will be of much use considering the probable high density of blues on the scum team, but a scum RB will be very useful despite no one being dumb enough to claim randomly.
I also dont really see how GF is as powerful as sandroba says that he wants the first person to take it. Theres only 1 alignment cop (parity cop) which makes the check immunity power rarely come into play anyway, and the vengeful part doesnt seem that powerful as its simply a 1 for 1 (always good for town) and it applies only on a lynch - considering the amount of KP roles its highly likely a decent portion of scum are going to die to something other than the lynch anyway.
Wut?
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After a good amount of time thinking about it, I think Palmar is trying to ay that your post was full of fluff and useless and it could be said regardless of what stance you take on what is going on.
Or he is just trolling.
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Hmm, going to share some ideas i guess, and opinions.
First, on how CPR Doctor is powerful, I agree it is powerful, it is a danger to town while scum may use this to make it seem that they are helping with the usage of their power, they may just randomly kill townies.
I have a role-cop centered plan, where we designate each draft number with a role, then the rolecop claims day 1 and we should all protect him, the rolecop will check numbers 1->20 or just randomly I guess to confirm people, town would most likely agree to his and scum would be forced to comply or risk being checked as an anomaly (different then others).
Though, the weakness of my plan is apparent though, that scum will try and kill our important roles (DT, Doctor, etc), but the benefit is that most likely we will have 15 blues.
Any opinions on this plan are welcome.
These are roles that we should worry about, bar CPR & Janitor as we have already discussed that.
Angry Vigilante - This shit should be town or not we're gonna see many vets dying fast.
Traitor - This shit seems that it will make us lose one more potential blue, as an added to my above plan, we should avoid having a traitor so that we will have the maximum amount of townies.
Pardoner - Smart town players should get this, because if scum get a Pardoner they might make for example a scum lynch be blocked for a day.
Politician - Makes lylo 1 day faster, SK's probably will get this as this makes their wincon easier but w/e.
Any questions? feel free to ask if you have one.
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On May 15 2012 20:58 Bluelightz wrote: Hmm, going to share some ideas i guess, and opinions.
First, on how CPR Doctor is powerful, I agree it is powerful, it is a danger to town while scum may use this to make it seem that they are helping with the usage of their power, they may just randomly kill townies.
I have a role-cop centered plan, where we designate each draft number with a role, then the rolecop claims day 1 and we should all protect him, the rolecop will check numbers 1->20 or just randomly I guess to confirm people, town would most likely agree to his and scum would be forced to comply or risk being checked as an anomaly (different then others).
Though, the weakness of my plan is apparent though, that scum will try and kill our important roles (DT, Doctor, etc), but the benefit is that most likely we will have 15 blues.
Any opinions on this plan are welcome.
These are roles that we should worry about, bar CPR & Janitor as we have already discussed that.
Angry Vigilante - This shit should be town or not we're gonna see many vets dying fast.
Traitor - This shit seems that it will make us lose one more potential blue, as an added to my above plan, we should avoid having a traitor so that we will have the maximum amount of townies.
Pardoner - Smart town players should get this, because if scum get a Pardoner they might make for example a scum lynch be blocked for a day.
Politician - Makes lylo 1 day faster, SK's probably will get this as this makes their wincon easier but w/e.
Any questions? feel free to ask if you have one.
What if scum just shoots the rolecop night 1?
There are 20 people, I highly doubt rolecop will be able to check more than 3 people before dying. Especially if you intend to run it from 1 > 20 scum wont even care about the rolecop after the first few players.
I dont agree with this plan.
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And another obvious flaw to that: What if the rolecop is scum? And this also means that there will be 4 scum power roles, and 1 SK power role.
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On May 15 2012 21:06 zelblade wrote:Show nested quote +On May 15 2012 20:58 Bluelightz wrote: Hmm, going to share some ideas i guess, and opinions.
First, on how CPR Doctor is powerful, I agree it is powerful, it is a danger to town while scum may use this to make it seem that they are helping with the usage of their power, they may just randomly kill townies.
I have a role-cop centered plan, where we designate each draft number with a role, then the rolecop claims day 1 and we should all protect him, the rolecop will check numbers 1->20 or just randomly I guess to confirm people, town would most likely agree to his and scum would be forced to comply or risk being checked as an anomaly (different then others).
Though, the weakness of my plan is apparent though, that scum will try and kill our important roles (DT, Doctor, etc), but the benefit is that most likely we will have 15 blues.
Any opinions on this plan are welcome.
These are roles that we should worry about, bar CPR & Janitor as we have already discussed that.
Angry Vigilante - This shit should be town or not we're gonna see many vets dying fast.
Traitor - This shit seems that it will make us lose one more potential blue, as an added to my above plan, we should avoid having a traitor so that we will have the maximum amount of townies.
Pardoner - Smart town players should get this, because if scum get a Pardoner they might make for example a scum lynch be blocked for a day.
Politician - Makes lylo 1 day faster, SK's probably will get this as this makes their wincon easier but w/e.
Any questions? feel free to ask if you have one.
What if scum just shoots the rolecop night 1? There are 20 people, I highly doubt rolecop will be able to check more than 3 people before dying. Especially if you intend to run it from 1 > 20 scum wont even care about the rolecop after the first few players. I dont agree with this plan.
Do you know theese myths about Doctors, Witches (Holy shit just realized this might save our rolecop by one day 4 free!) , JOAT medic power?
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On May 15 2012 21:07 zelblade wrote: And another obvious flaw to that: What if the rolecop is scum? And this also means that there will be 4 scum power roles, and 1 SK power role.
Alignment DTs actually should go and check the rolecop n1 maybe, idk.
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On May 15 2012 21:09 Bluelightz wrote:Show nested quote +On May 15 2012 21:07 zelblade wrote: And another obvious flaw to that: What if the rolecop is scum? And this also means that there will be 4 scum power roles, and 1 SK power role. Alignment DTs actually should go and check the rolecop n1 maybe, idk.
Also: Scum might have an angry vig but, this will waste their power on this shiz though, and considering mafia only have on kp.
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ebwop: considering mafia only have one kp
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that 1-20 plan would make it hella easy for scum, simple as that. They will stack rolecop day 1 and then instawin.
Also, politician only controls a vote, not a lynch. SK politician would be terribly stupid considering there are better roles out there, such as vigilante(+2kp) or pardoner(avoid lynch).
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On May 15 2012 21:13 Zephirdd wrote: that 1-20 plan would make it hella easy for scum, simple as that. They will stack rolecop day 1 and then instawin.
Also, politician only controls a vote, not a lynch. SK politician would be terribly stupid considering there are better roles out there, such as vigilante(+2kp) or pardoner(avoid lynch).
Consider this plan scrapped, I just had a though that the doctor would be shot n1 anyway.
Also, on SK Politician:
Imagine 4-1 situation, we have one more mislynch before lylo right? wrong.
Politician will control one guy's votes and considering a NK that might happen, lylo we are doomed as he controls 2 votes, so that means that 4-1 actually means 4-2.
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THe only alignment cop is a parity cop, which guess what, cant actually get any valauble results till at least the end of day 2, and if scum gets framer that screws it up all the more.
Pardoner cant pardon himself I think.
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