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Chrono Trigger Mafia - Page 13

Forum Index > TL Mafia
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goodkarma
Profile Blog Joined June 2010
United States1067 Posts
December 11 2012 00:04 GMT
#7226
And also: since i really don't see any way of town losing at this point + Show Spoiler +
(barring super-crazy OP damage from Lavos...)
, I'd propose if things go well one of us helps out Acro in killing off Toad so he can meet his win-con in time.
goodkarma
Profile Blog Joined June 2010
United States1067 Posts
December 11 2012 00:12 GMT
#7237
Anyway, I'll check back in later, but best I can tell all night actions should be pretty obvious, minus maybe healers...

Are we going to mass claim remaining HP to coordinate healers' efforts? Discuss.
goodkarma
Profile Blog Joined June 2010
United States1067 Posts
December 11 2012 00:43 GMT
#7265
@Hapa:

Given the fallout flamethrower makes on secondary targets, is using it on Lavos really a good idea? Lavos would be really lame if it only targeted one person at a time... So you should realistically expect that you will be causing more damage to town than to Lavos. As such, Toad may ironically be a better target for you atm...
goodkarma
Profile Blog Joined June 2010
United States1067 Posts
December 11 2012 01:02 GMT
#7277
So from what I see damage looks something like this:

Not counting Hopeless as allegedly based off self-inflicted damage, don't know if he can keep up any dps...
Adam also may contribute damage by guessing correctly who dies, but there's no way of knowing if he ever will for sure...
Further not counting Hapa's 100-HP damage ability as it's a bit reckless to be doing so much secondary damage to town...

Syllo/Robo: 75 damage/night
Kita: 100 damage/night
Me: 50 damage/night average (150 damage every 3 nights...)

~225/night total from night actions

Given that no one took any damage last night, we can assume that all scum minus the revived Toad are dead... Meaning that with claimed 3rd-party Acro, there are 11 town remaining.

11 town * 25 + 200 damage = 475 damage/night

700 damage/night, or: dead Lavos in 3 turns with 100 damage overkill.

Realistically speaking, townies will probably die, so it will be very close... The absolute most it should take + Show Spoiler +
(barring that Lavos can absolutely massacre town...)
is four turns, so as long as we survive that long we win.

Obviously, Syllo, Robo, and Kita should be high healing priorities, with me being a distant fourth given how much weaker my vigi ability is.
goodkarma
Profile Blog Joined June 2010
United States1067 Posts
December 11 2012 01:04 GMT
#7279
On December 11 2012 10:02 Hopeless1der wrote:
Show nested quote +
On December 11 2012 10:01 Acrofales wrote:
On December 11 2012 10:00 kitaman27 wrote:
Didn't Greymist confirm that factional kp no longer exist?

Oh yes, thank god for that.

Toad might still be able to Mammon Machine HP back into Lavos by stealing from townies.


Says in Greymist's post that scum can't target Lavos, so this is impossible. Further, Toad should be perma-RB'ed so he shouldn't ever be able to use his ability anyway...
goodkarma
Profile Blog Joined June 2010
United States1067 Posts
December 11 2012 01:06 GMT
#7281
On December 11 2012 09:48 Oatsmaster wrote:
Well I got hit for 400 damage, fun times.
Full Claim.
I have 3 abilities. I can only use 1 at a time
Rocket punch deals 50 damage but cant be used twice in a row.
Poximity bomb deals 100 damage to whoever visits me
Heal Beam heals/protects my target for 100 hp.
The 75 damage was from a pistol I got by being the leader of a successful party.


Just to clarify, was this damage over the entire game or from last night?
goodkarma
Profile Blog Joined June 2010
United States1067 Posts
December 11 2012 01:23 GMT
#7285
On December 11 2012 10:09 Oatsmaster wrote:
Last night only, I was on full health before that. Looks like scum's last ditch effort to snipe someone.


But if that's the case, wouldn't that imply there's another scum? Because austin should have been lynched before night actions went through...
goodkarma
Profile Blog Joined June 2010
United States1067 Posts
December 11 2012 01:29 GMT
#7287
Yeah you're right there's no point in speculating at this point.

All we have to do to win is kill Lavos anyway.
goodkarma
Profile Blog Joined June 2010
United States1067 Posts
December 11 2012 18:31 GMT
#7330
On December 11 2012 21:27 Acrofales wrote:
@GK: mind claiming who you've been charging shots on these last few days? How much did you shoot Drazerk for and what have you been doing since then?


As I stated previously, I should have done 150 damage to Drazerk the night he died. As for what I've done since then, I haven't charged up on anyone. With the dwindling number of scum, there was a very high likelihood I would either do damage to a scum that was going to be lynched anyway or be forced to do damage to a townie so I could later damage Lavos. As such, I've done nothing since then, until tonight when I'm obviously charging up on Lavos.


Tbh, past night actions are a bit irrelevant now since we win when we kill Lavos, meaning outside of RB-ing likely scum there's not much we will realistically be able to do about them...



I also am a bit upset that no one discusses the other points I've brought up. Is anyone else worried that if Hapa uses flamethrower on Lavos he will end up secondary blasting half of town???
goodkarma
Profile Blog Joined June 2010
United States1067 Posts
December 11 2012 18:40 GMT
#7332
I just found it in his filter. I must have missed it... Thanks.
goodkarma
Profile Blog Joined June 2010
United States1067 Posts
December 11 2012 23:45 GMT
#7390
Didn't take damage.


I agree it would be nice if some people helped Acro. I mean, he was one of the most helpful people this game...

Also, Lavos hits like a wet paper towel...
goodkarma
Profile Blog Joined June 2010
United States1067 Posts
December 12 2012 20:21 GMT
#7480
Toad has far more to gain as scum by lying about having more HP than less HP. Town wins when Lavos dies, so convincing others he has more HP than he really does to take shots away from Lavos is really the only thing that helps his wincon. Therefore, I believe him when he says he has 500HP.

So tonight everyone should focus on Lavos. Let Acro deal with Toad.

As for remaining scum in this game: don't really care tbh. As long as we do reasonable damage with vigi actions this cycle, I really don't see any way scum can come back even if 2 scum + Lavos were able to shoot into town tonight...



Finally:

Can we change night cycles from 24 hours to 1?

This game is over, and I need closure
goodkarma
Profile Blog Joined June 2010
United States1067 Posts
December 13 2012 00:58 GMT
#7529
Thanks Grey for hosting this!

This was an amazing game
goodkarma
Profile Blog Joined June 2010
United States1067 Posts
December 14 2012 05:58 GMT
#7663
Yeah in retrospect town made some very liberal (and bad) assumptions about the party mechanic. It could have bit back really hard, and catapulted scum to victory had scum worked a little harder.

But the OP clearly states that this game isn't necessarily perfectly balanced given the highly themed nature. Honestly, everyone should have known what they were getting into, and even if it was slightly town-favored people should be okay with that.


A Little Feedback:

Coolest Scum Ability:

I actually really like the frame bus ability Sandroba had.

Coolest Town Ability:
Janus the Cat's protection ability, although imho it felt pretty weird he had so much HP. I mean he's a cat. How did he get more HP than Fiona or King Guardia? Something like 200-300HP would have been more appropriate IMHO, especially considering how strong the ability was as shown with Dieno not dying for so long.

About the Lavos Fight:
In retrospect, I would agree with the sentiment that Lavos could have hit a little harder. Or maybe have a smaller-damage large-scale AOE damage attack like he did AND a 2-3 target heavy-hitting attack (like 300 damage), with alternation between the two. It did feel a bit harsh for scumteam to have Lavos die via a kill mechanic based largely on how many town were alive. I would also think that having scum passively count against the town KP (at a rate of 75x, where x is number of alive scum, for example) also makes sense and would help make bringing him in early more advantageous for scumteam. Further, buffing his damage some for each alive scum member would have been sensible. Just a few thoughts on what was otherwise a very well-thought out boss fight.

A brief Q.Q about "hidden conditions":
I understand the whole point of hidden conditions is you don't know about them, but still I couldn't help but feel that some kind of heads-up as simple as a "You have a secret power-up. Go forth and find it." would have been nice. The hidden condition for my particular powerup was abstract enough there was a good chance I still wouldn't have gotten it, but not knowing I even had one to look for meant I took for granted that I didn't have one. And trying to figure out the conditions to unlock it would have added something fun to strive for in the game.


I will probably make some kind of post about my thoughts on my play and a few others' this game, but I'm going to let it wait a few days. Until then, I hope this feedback is helpful in the hosts' future endevours. (And a special thank you also to Mementoss for co-hosting this. I had absolutely no idea that co-hosting was so much work.)
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