Policy Lynching - Page 4
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Blazinghand
United States25546 Posts
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Sinensis
United States2513 Posts
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Ace
United States16096 Posts
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marvellosity
United Kingdom36153 Posts
On June 07 2012 21:28 Kurumi wrote: Lynching dt's target says nothing about the dt converse can be true too, bad argument | ||
Oberyn
United Kingdom508 Posts
How about "figure out which one of them is scum and lynch that guy"? | ||
marvellosity
United Kingdom36153 Posts
See Magic (the normal mini) for details | ||
BroodKingEXE
United States829 Posts
On June 10 2012 04:44 Blazinghand wrote: FWIW I will occasionally policy lynch a lurker. In any individual game it might not be the best move but if you can't tell their alignment either way they're a liability. Overall it should keep the amount of lurking down as a viable scum strat right? Not exactly, if you look at most games you'll only have one or two lurking scum (in a mini) or 2-3 (in a reg). In the games I have played scum usually put in as much info as the majority of town. You have three types of players in this case. 1) Lurkers - can be scum or town, but meta suggests town. Scum are more likely to put in somewhat useful info, or post when pushed or another is pushed. The scum lurker also may be not participating in the scum QT. 2) Witnesses - Funny name huh? I think its appropiate because these players seem to stay out of the spotlight, but get in enough evidence to stay off the radar. This is where most scum are going to hide, as this is where most townies are as well. The key way we are able to find scum is to probe these players. Why? Scum wont hide as lurkers because of the key reason that they cant defend themselves. Being a lurker is playing with odds, will the town come after you for lurking or not? Being a lurker by default screams scum, so why would a scum want to draw attention in that way? 3) Leader - usually not scum, becareful though! An actual leader will jump into a fight head on, arguing with the accused drawing attention to himself as well as the scum. Witnessess often seem like leaders when they post strong evidence, but they are not and should be treated as strong town reads at the most. Why not Lynch All Lurkers? Lynching lurkers is an odds game at best, let's look at those odds (for a mini). Day two begins 3 townies dead 10 people left (3 mafia), worst case you have two days left. you can buy a day or two by lynching a mafia, but you have three lurkers. Let's think about this from the mafia point of view, they can have one, two or three lurkers. 3 is an obviously bad idea as an attempt to lynch a lurker will force them to talk, with scummy attention on them. Two is basically the same idea, as the town will most likely pick a semi-active lurker (as a mafia will be more active than a hard lurker/inactive). So the mafia in the end will put in one mafia. If the town were to follow through on a LAL policy this is what would happen: Day two they agree on a lurker... then Everybody stops talking. This is what happens anytime an early consensus vote happens, by default everyone stops talking because the vote is set. Odds are they have already picked a townie but now they only have one day left, unless they lynch a mafia. You now have one day to pick out a mafia from the talkers (6 if you exclude the leader), which means: 3/6 people are mafia with evidence the odds are in town favour. 1/2 people are lurkers a blind shot means 50% without evidence. | ||
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