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On April 13 2010 12:38 Qatol wrote:Show nested quote +On April 13 2010 12:29 Incognito wrote:On April 13 2010 12:20 flamewheel91 wrote:On April 13 2010 12:19 Qatol wrote:Trust me, assassins should add enough to the game to keep you entertained with the variety Qatol Qatol approves of this then, yes? *fixed Indeed it IS fixed! And of course I like the role. It was my idea. Sort of. I may or may not have taken BC's CK role and messed with it.
Glad to know someone liked my CK role to a degree
Also count me in
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On April 14 2010 05:04 Foolishness wrote: If one of the assassins wins (i.e. all but one assassin are dead) does the game end? Or does it keep playing out until one of mafia/town win?
better question is, does the assassin have to kill the other ones to win, or does it count of the town lynches one.
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Flamewheel use the new 02:25 GMT (+00:00) tags
ie the [time] [/time ] tags
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On April 17 2010 12:58 RebirthOfLeGenD wrote: Awesome, LETS DO ITTT
Your going to get rocked
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On April 17 2010 13:43 d3_crescentia wrote: Didn't see anything in the rules against this, so...
I am announcing my candidacy as Mayor for this game.
After taking a passive role in several of my past games, it is time for me to step up back into the spotlight, not as possible inactive lurking scum, but this time as a full-fledged inactive lurking town officer, with all of the power and glory that entails. Some of my opponents may bring up my past record - namely, my first game of mafia ever. Rest assured, dear fellows, that I will never repeat the same mistake - I will NEVER attempt to actually lead the town whilst in office. Furthermore, I will resolve to bring my posts down to the absolute minimum, so that the town can be assured that I am performing my real duties as a politician: embezzling taxes and hiring strippers. Furthermore, the sudden disappearance of our town's Hooker population has left many a john in need, with nowhere else to turn but violence.
Our town's continual war with mafia families has cost us tens, if not hundreds of lives over the past several years, and yet peace has yet to be brokered. Why should we continue to fight if all it creates is unnecessary bloodshed? My friends, I will say nay to this senseless war and return back to the real issues, and if you will join me in my crusade, I will strive to put a Hooker on every corner of Liquidia!
Elect d3_crescentia, for a return to prostitution!
Im going to lynch you first as well unless something comes up as well, you didn't read the OP.
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Ok, although day post is not up, lets see how this goes.
Basic Strategy
Ok guys and girls (if there are any this game). This is my take on how the game should be done at least in the early stages.
First off. Everything that Ace, Caller, and Myself say this game, all of you heavily analyze and question it relentlessly if you disagree. Why? because we are the "three big names" and as such should take more of a backseat in this game. To do that requires everyone stepping up and not just falling in line with us.
With that said lets move on.
Anyone who is town aligned with a PM ability (if they were given this game). Use this ability to your advantage. People slip up far more quickly in PM's than in thread from my experience. Abuse this.
If you don't have a PM ability. You are in for a fun game. Your job this game is to analyze every post made. This requires work. One thing I recommend to help keep track, make a spreadsheet or a word doc to start tracking players. Everytime someone makes a really really town aligned post, give them a mark (reference post if needed, or at least page number its on). Everytime they make a really mafia aligned post, mark it down and reference. This will help you start your basis of analysis of players.
Everytime sometime dies via lynch and night hits, Mark it down. If any of these names overlap with your analysis list (for better or worse). Go through their posts again. See who they seemed to be agreeing with or who was agreeing with them. See who was against them. Watch for random posters who appear during major arguments, then keep close eye on them. Mafia is very good at randomly appearing to fuel a fire and be fully overlooked.
Play this intelligently, think on everything. Analyze everything. This is the basis for you all.
It may sound self explanatory but it has not been in the past.
Blue roles
Detectives. Read flamewheels last game. That is how you should be operating this game. Take a list of players from the get go, all down. As one person dies, mark down their role, if they were town/mafia, and a tally of how many from each side are left. This is a numbers game. If you find a red player, (hopefully not day 1) mark it down. Hopefully you have been given the right to PM this game. Otherwise you have a very tough job. Do you give yourself up, or do you post your findings. This is something you will have to decide on. Each player has their own idea of whats an acceptable risk. Act accordingly. Hopefully your allowed to PM, otherwise you can risk on other dt's picking up your work.
Medics Protect the obvious townies. WITH ONE MAJOR EXCEPTION. No medic in this game period protect these three people: Ace Caller BloodyC0bbler.
Let us live or die based on actions. Our deaths will take a bit of experience out of the town, but if we are red and survive, we will be caught very very quickly and offed by town from it.
Hatters Bomb efficiently please. For the love of god, please. Your job is very similar to the DT's except you can't confirm your choices. I recommend going on instincts if that works for you. Analysis is very key for you.
Veterans. Make yourself targets for mafia somehow. That is your job.
Mafia Lose please =)
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On April 18 2010 05:02 meeple wrote:Show nested quote +On April 18 2010 04:36 BloodyC0bbler wrote:
Blue roles
Detectives. Read flamewheels last game. That is how you should be operating this game. Take a list of players from the get go, all down. As one person dies, mark down their role, if they were town/mafia, and a tally of how many from each side are left. This is a numbers game. If you find a red player, (hopefully not day 1) mark it down. Hopefully you have been given the right to PM this game. Otherwise you have a very tough job. Do you give yourself up, or do you post your findings. This is something you will have to decide on. Each player has their own idea of whats an acceptable risk. Act accordingly. Hopefully your allowed to PM, otherwise you can risk on other dt's picking up your work.
Medics Protect the obvious townies. WITH ONE MAJOR EXCEPTION. No medic in this game period protect these three people: Ace Caller BloodyC0bbler.
Let us live or die based on actions. Our deaths will take a bit of experience out of the town, but if we are red and survive, we will be caught very very quickly and offed by town from it.
Why would you advocate against the protection of those experienced players? I mean... I agree that they should live/die by their actions... but if they're red doesn't it pose a greater threat to the town. You say that they will be caught very quickly... but doesn't the experience give you an edge in avoiding the gallows? Also... Abenson please stop spamming... it's annoying as fuck
Simple. We are trying to raise the skill level of every one of the players so we have an insanely skill community. Protecting people like ace, myself or caller, leads to town more inclined to follow us around. Would everyone? No, but would a fair number of casuals, most likely. Besides, with 1-2 game days, our deaths would give a ton of info usually
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On April 18 2010 05:09 meeple wrote:Show nested quote +On April 18 2010 05:04 BloodyC0bbler wrote:On April 18 2010 05:02 meeple wrote:On April 18 2010 04:36 BloodyC0bbler wrote:
Blue roles
Detectives. Read flamewheels last game. That is how you should be operating this game. Take a list of players from the get go, all down. As one person dies, mark down their role, if they were town/mafia, and a tally of how many from each side are left. This is a numbers game. If you find a red player, (hopefully not day 1) mark it down. Hopefully you have been given the right to PM this game. Otherwise you have a very tough job. Do you give yourself up, or do you post your findings. This is something you will have to decide on. Each player has their own idea of whats an acceptable risk. Act accordingly. Hopefully your allowed to PM, otherwise you can risk on other dt's picking up your work.
Medics Protect the obvious townies. WITH ONE MAJOR EXCEPTION. No medic in this game period protect these three people: Ace Caller BloodyC0bbler.
Let us live or die based on actions. Our deaths will take a bit of experience out of the town, but if we are red and survive, we will be caught very very quickly and offed by town from it.
Why would you advocate against the protection of those experienced players? I mean... I agree that they should live/die by their actions... but if they're red doesn't it pose a greater threat to the town. You say that they will be caught very quickly... but doesn't the experience give you an edge in avoiding the gallows? Also... Abenson please stop spamming... it's annoying as fuck Simple. We are trying to raise the skill level of every one of the players so we have an insanely skill community. Protecting people like ace, myself or caller, leads to town more inclined to follow us around. Would everyone? No, but would a fair number of casuals, most likely. Besides, with 1-2 game days, our deaths would give a ton of info usually Hmmm... so when you say that you guys will be caught quickly... it's because you're egging to town on to scrutinize your posts?
Town will scrutinize our posts. Mafia won't want such huge names active for long. Most town should auto distrust us.
Besides, even with a RNG the chances of one of the three of us being red are high. In an ideal world, the three of us would just sit back and argue pointlessly with each other while the rest of you play.
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On April 18 2010 05:16 Zona wrote:Show nested quote +On April 18 2010 04:36 BloodyC0bbler wrote: Why? because we are the "three big names" and as such should take more of a backseat in this game. Wait, what? You claim to be one of the "big names" and you are already giving yourself an excuse for low activity? Seems like a convenient excuse so you produce fewer chances of slipping up and revealing yourself if you were mafia. Show nested quote +On April 18 2010 04:36 BloodyC0bbler wrote: Detectives. Read flamewheels last game. That is how you should be operating this game. Take a list of players from the get go, all down. As one person dies, mark down their role, if they were town/mafia, and a tally of how many from each side are left. This is a numbers game. If you find a red player, (hopefully not day 1) mark it down. Hopefully you have been given the right to PM this game. Are you kidding? You really think that in a game where most players cannot PM, someone would both be able to PM and DT check? As well - all the roles have been revealed in the game, none of the abilities are hidden. Why would you even consider that DTs would be able to PM as well? Detectives need to target players with the aim of finding mafia in a game with no out of thread communications with fellow players. Why? With no out of thread communications with fellow players the usefulness of finding a fellow town player is greatly diminished. It probably isn't a good idea to claim detective early in the game unless you're close to being lynched. If the town already has some suspicion on someone you have checked to be mafia, you should keep up the pressure. However, early in the game it'll be difficult to go after someone you found red if the rest of the town isn't suspicious of them, so keep your result under your hat and pay attention to what this person does, and later on see if you can identify this person's teammates, or go after them once they create more suspicion upon themselves. If the town is getting killed off and is approaching a loss, AT THAT POINT you probably want to claim if you've found some red. You may also want to be more aggressive in going after someone if lynching that person would take mafia numbers from odd to even, which will reduce their KP by one (a big deal in a game such as this). Show nested quote +On April 18 2010 04:36 BloodyC0bbler wrote: Medics Protect the obvious townies. WITH ONE MAJOR EXCEPTION. No medic in this game period protect these three people: Ace Caller BloodyC0bbler. Curious. If medics do what you instruct them to do, then if any of these players are town, it makes them easy to kill at night and easy for the mafia to deprive the town of their ability. But actually from my point of view the only player on this list that I would really try to keep around if town would be Ace. I haven't seen Caller being particularly useful as a town player, nor you, especially in this type of setup. You seem to be strongest in games where PMs are allowed, even your plans contain hopes that DTs are able to PM. The "build a town PM circle and then DT-check/confirm everyone" strategy doesn't work here, and at least from my view that seems to be your strength, rather than people analysis. In fact in past games as a prominent pro-town player you've heavily advocated lynching players who ended up being town when you couldn't rely on DT-checks and other ways to confirm. Show nested quote +On April 18 2010 04:36 BloodyC0bbler wrote: Hatters Bomb efficiently please. For the love of god, please. Your job is very similar to the DT's except you can't confirm your choices. I recommend going on instincts if that works for you. Analysis is very key for you. I can't believe I'm calling you out on so much of your post...but Mad Hatters are similar to vigilantes, except delayed. You say they're like DTs??? What the heck? Anyways - vigilantes, hold your shot until you're really sure a player is mafia, because if you screw up, you contribute to REMOVING AVAILABLE MISLYNCHES from the town!!! That's right. If you screw up your shot, the town could possibly lose an opportunity to screw up a lynch because you killed an extra town-aligned player. And mislynches are more valuable to the town than screwed up vigilante hits because mislynches come with vote counts that include mafia votes, which can be analyzed later on. Also - if early in the game you think you're SURE a player is mafia - YOU ARE WRONG! Look at past games where vigilantes fired early. Especially World at War, considering nukes as daytime vigilante hits. Notice how many town-aligned players with nukes were "SURE" that their nuke targets were mafia - and almost all of them would have hit town! That's why being "sure" early in the game is just a delusion. Mad hatter - since your bombs don't activate until you die, go ahead and place some bombs early - but try not to get killed early either! If you're going to die early you might as well hold back on your bombs, as they will then act as early-game vigilante hits.
Not aiming to give myself a reason for low activity. I'm expecting to die early? get it. However, you mention that I am strongest In pm style games, your right. I specialize in extracting info in areas people are more casual. Caller is insanely skilled at infiltration of town circles and keeping himself alive. Ace specializes in bringing cold brutal logic into a situation and has strong analysis. So yes, keeping him alive of the three of us is the smartest choice.
As for your mention of dts You are incorrect. Ideally the dt could PM, but he most likely can't. My stance is more follow the style of narrow down a list and survive as long as possible. One dt whos able to come out with a list of confirmed townies is much more destructive in this format than a list of "hey heres one red". Town circles are still possible in this game. Just learn to make them. I shouldn't have to argue this point with you AGAIN. Confirming townies is just as strong if not stronger. In a no pm style game or in a pm style game, it does not matter. DT's confirming people is destructive.
And mad hatters should be played purely on analysis. The same style of analysis that DT's use in their checks. They have to spend insane time accurately using their bombs. Gut shotting can work, but as a hatter you have to spend far more time analyzing posts than any other role, as you can't confirm someone except in their death, and you have a 2 shot kp power. Vigi's should hit highly suspected or confirmed reds.
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On April 18 2010 05:32 Zona wrote: Hrm. I've confirmed with flamewheel that nobody has the ability to PM others or talk out of thread except for mafia. I find it highly fishy that so much of BC's proposed plan hinges on an aspect of the game that doesn't exist, and that he didn't himself ask to confirm.
It was listed in the OP as a potential ability, hense as in my general guide? Perhaps you noticed how i listed playing strategies based on not having those ideas as well. Concentrate on more than one area would you.
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On April 18 2010 05:36 Zona wrote: Hah, as I post you I see that you are still making arguments based on the idea DTs can PM. Confirmed townies are somewhat useful in a game without out of thread communications, but are a LOT LESS USEFUL THAN FINDING MAFIA. When a town member has to be publicly confirmed, the value is a lot less.
I would like you to elaborate on your "town circle" idea in this game where no town members have the ability to PM. If you truly believe you are right and I am wrong, you should have no problem explaining how it would work to benefit the town.
If you are unable to figure out how a DT can create a town circle by clearing townies in this format I have no inclination to tell you. IT IS INSANELY EASY. Dropping mafia down to a list of x people is alot easier than sacrificing a DT for one red. As hey, I doubt we have 1 dt for every red. Remember, with millers around a checked red is never a confirmed red. Whereas a checked green or blue is more likely town as only 1 gf is alive to infiltrate. Assassins show up as what they are.
On April 18 2010 04:45 Zona wrote: Wow, 8 mafia vs 30 town members, with some of the 30 not truly pro-town? Looks like a rather tough game, unless town has more power roles than usual.
The town can only afford 5-7 single mislynches if we aren't lucky early in the game and really reduce KP, and we have to lynch/bluekill 8 times successfully. If everything goes wrong for the town without double lynches we lose at the end of Day 5 - so we probably want to highly consider using our first double lynch on Day 3 and likely on the following days as well, unless we do kill off a bunch of mafia and gain ourselves more time, unless we do particularly well in the first day/night cycle. I suggest Day 3 for our first unless a lot of information surfaces earlier in the game, because we don't want to spend our double lynches unless we have good targets to use it on, or until we're desperate, and earlier in the game we're less likely to have good targets.
The day 1 lynch is really a crapshoot as we have very little information, but definitely avoid lynching someone who's participating actively, unless that person does an outrageous scumtell. It's easier to find mafia among active players than among inactives, so don't remove an active player with the day 1 lynch when it could have been an active town member! But for sure don't no lynch. Past vote counts are the most solid information the town gets, and along with the alignment revelation of the lynched player, can often reveal a lot.
(Unless Abenson improves, his posting does NOT count as activity. Since his posts are truly garbage, and he seems proud of the fact with his "The happy spammer/1-line poster of TL Mafia :D" sig, he pretty much counts as an inactive. As his posts give us no clue as to whether or not he's mafia.)
Ill bring this post up as well, why not start here.
Town cannot afford 5-7 mislynches. Period. Your entire count depends on mafia KP being stopped by meds + vet hits. However any of those mis lynches could off a vet or med. With 5 mis lynches and no unstopped hits by red (assume no blue kp used or assassin KP) town loses. 25 of 38 players would be dead, leaving 13 alive, 8 of them red. Game ends.
With Double lynches + vigi's + hatters + assassins. Game will end very quickly unless everyone hits reds accurately. If everything goes wrong for town we lose at end of day 3, as alot of KP will have been used by then.
Day 1 lynch is only a crapshoot based on the activity level of the town. If everyone is as active as you and I are right now, a day 1 lynch gives alot of information.
Finding reds is super important this game and the most instrumental way to do this is via town analyzing posts. This won't be won by blue roles, it will be won by greens. DT's should follow the plan I have laid out as it gives you a late game nail to hit into the mafia coffin. However, in a format with High KP and high mafia number. Greens have to step up and win this game.
However, I really appreciate you coming out and really focusing on one single part of my list, as well as saying my entire idea's hinge on it. It gives alot of information for the town quickly.
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On April 18 2010 06:12 madnessman wrote:Show nested quote +On April 18 2010 05:47 BloodyC0bbler wrote:On April 18 2010 05:36 Zona wrote: Hah, as I post you I see that you are still making arguments based on the idea DTs can PM. Confirmed townies are somewhat useful in a game without out of thread communications, but are a LOT LESS USEFUL THAN FINDING MAFIA. When a town member has to be publicly confirmed, the value is a lot less.
I would like you to elaborate on your "town circle" idea in this game where no town members have the ability to PM. If you truly believe you are right and I am wrong, you should have no problem explaining how it would work to benefit the town. If you are unable to figure out how a DT can create a town circle by clearing townies in this format I have no inclination to tell you. IT IS INSANELY EASY. Dropping mafia down to a list of x people is alot easier than sacrificing a DT for one red. As hey, I doubt we have 1 dt for every red. Remember, with millers around a checked red is never a confirmed red. Whereas a checked green or blue is more likely town as only 1 gf is alive to infiltrate. Assassins show up as what they are. I would have to agree with Zona and say that it seemed pretty clear cut to me that nobody besides mafia are granted the ability to PM. It'd be really complicated and confusing. If you're a special blue role (say DT), and you PM a green role, he/she would be unable to respond. If you PM a red role, is the mafia member allowed to PM you back? Mafia are given the ability to PM, but that's assuming it's for use within their own mafia circle to choose their hits. And then mafia would know you have a special blue role.. If you PM a fellow blue role, you may only start your town circle if he/she has also been granted special PMing abilities. So basically, you'd be PMing people based on a hunch that they are blue, and I suppose there's a decent chance that you end up PMing a fellow blue if you're good at behavioral analysis. But then he/she might not also have the special PM ability. And just by PMing somebody, you're giving away information that you have a special role. So yeah... flamewheel creating special PM abilities just seemed very unlikely and too complicated to moderate. Either way, I think Zona has cleared it up that forming town circles are impossible since town-aligned players don't have PM abilities. So I'm not exactly sure what you're arguing in the quote above o_O.
You do not need PM's to form town circles. Seriously. Only the Dt's can form the circle effectively. I make reference to if they have the ability use it. If not you play without it, its pretty simple. In this game, with 38 players there will be anywhere between 2 and 4 dts most likely, lets for this argument say there are 3. Those 3 are able to form a circle easily. Hell, even greens can form a town circle with a bit of work, but it takes alot more work on their part than dts.
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On April 18 2010 06:29 KF91 wrote:Show nested quote +On April 18 2010 06:17 Radfield wrote:+ Show Spoiler +On April 18 2010 06:09 iNfuNdiBuLuM wrote:Show nested quote +On April 18 2010 05:47 BloodyC0bbler wrote: Ill bring this post up as well, why not start here.
Town cannot afford 5-7 mislynches. Period. Your entire count depends on mafia KP being stopped by meds + vet hits. However any of those mis lynches could off a vet or med. With 5 mis lynches and no unstopped hits by red (assume no blue kp used or assassin KP) town loses. 25 of 38 players would be dead, leaving 13 alive, 8 of them red. Game ends.
With Double lynches + vigi's + hatters + assassins. Game will end very quickly unless everyone hits reds accurately. If everything goes wrong for town we lose at end of day 3, as alot of KP will have been used by then. Yeah, we should plan for worst case scenarios - but we all know that the game will 95% not be over on day 3. This plays into the timing of double lynch. I think we should wait no longer than Day 4 to do it (meaning we vote for double lynch on Day 3). However this is all dependent on the events of the previous days. If we're in a hole, might want to start it on Day 3; or if we catch some reds via DT or they scumtell. Often i find these time limits for town are a useful thought experiment but rarely if ever do the games actually play out that way Day four seems like a long time to wait to use our first double lynch. We get three of them this game, and if people are talking about town possibly being in trouble by day 4 or 5 we may not get to use them all. That would be unfortunate. I'm not necessarily saying we should use them super early, but we should at least think about it. The danger would be trimming down our numbers even more if we're wrong, but that danger always exists with lynching. If we did vote for the double lynch, and then were unsure of who to take out, the option also exists to avoid a majority vote and not lynch a second person(although i'm not sure that makes sense to waste it like that). Also, is that even allowed? Can we vote for the double lynch and then end up only lynching one person? I think Radfield is right; we should use our double lynch earlier. Although people might argue that we have less of a chance to hit one mafia with the double lynch, it also lowers the chances of hitting a blue role if we do it on day one or two, instead of waiting until day 3 or 4.
Sadly the first day its usable is day 3. :p reading is fun
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On April 18 2010 06:37 Radfield wrote:Show nested quote +On April 18 2010 06:32 BloodyC0bbler wrote:On April 18 2010 06:29 KF91 wrote:On April 18 2010 06:17 Radfield wrote:+ Show Spoiler +On April 18 2010 06:09 iNfuNdiBuLuM wrote:Show nested quote +On April 18 2010 05:47 BloodyC0bbler wrote: Ill bring this post up as well, why not start here.
Town cannot afford 5-7 mislynches. Period. Your entire count depends on mafia KP being stopped by meds + vet hits. However any of those mis lynches could off a vet or med. With 5 mis lynches and no unstopped hits by red (assume no blue kp used or assassin KP) town loses. 25 of 38 players would be dead, leaving 13 alive, 8 of them red. Game ends.
With Double lynches + vigi's + hatters + assassins. Game will end very quickly unless everyone hits reds accurately. If everything goes wrong for town we lose at end of day 3, as alot of KP will have been used by then. Yeah, we should plan for worst case scenarios - but we all know that the game will 95% not be over on day 3. This plays into the timing of double lynch. I think we should wait no longer than Day 4 to do it (meaning we vote for double lynch on Day 3). However this is all dependent on the events of the previous days. If we're in a hole, might want to start it on Day 3; or if we catch some reds via DT or they scumtell. Often i find these time limits for town are a useful thought experiment but rarely if ever do the games actually play out that way Day four seems like a long time to wait to use our first double lynch. We get three of them this game, and if people are talking about town possibly being in trouble by day 4 or 5 we may not get to use them all. That would be unfortunate. I'm not necessarily saying we should use them super early, but we should at least think about it. The danger would be trimming down our numbers even more if we're wrong, but that danger always exists with lynching. If we did vote for the double lynch, and then were unsure of who to take out, the option also exists to avoid a majority vote and not lynch a second person(although i'm not sure that makes sense to waste it like that). Also, is that even allowed? Can we vote for the double lynch and then end up only lynching one person? I think Radfield is right; we should use our double lynch earlier. Although people might argue that we have less of a chance to hit one mafia with the double lynch, it also lowers the chances of hitting a blue role if we do it on day one or two, instead of waiting until day 3 or 4. Sadly the first day its usable is day 3. :p reading is fun Whoops. Don't I feel smart. Anyways, does it make sense for use to vote for the double lynch at the earliest opportunity? If people think we could be in trouble early, then increasing the KP of the town early seems like a good strat.
Double lynch works as a vote we can Vote for day 2 to activate day 3. By day 3, it is actually insanely intelligent to use.
I was more arguing zona's statement that we can afford 5 - 7 miss lynches. This is only feasible if we have already hit reds in some sort. But even then, it requires hitting at least 2 reds in the first 5 days, or meds (who traditionally suck at making saves) never do anything productive. Town has to play insanely well till day 3, then after day 3 lynch voting, we can calculate how we have to play from there. DT's by day 3 can create a circle (this is why they don't just look for reds). Day 3, we can double lynch based off DT findings. You can also confirm dts via this method in a day or so, you can also force mafia to choose their targets on where they hit, and meds also have a list to make saves from. etc....
Day 3 is where the game really starts. Anything before then will be done purely through analysis from townies.
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On April 18 2010 06:58 [NyC]HoBbes wrote: I also disagree with using the double lynch on day 3. Wait until we actually know what we're doing with it, don't throw it away at the earliest possible opportunity
there are 3 double lynches. The longer the game gets, the less likely they get used based on how many mafia are remaining alive. Unless the town does really well early on, the double lynches are needed. Using all 3 are very unlikely, and by day 3 the amount of information garnered is more than enough to lynch two people.
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On April 18 2010 07:08 Osmoses wrote: I'm a total newbie but wouldn't it make more sense to save double lynches as late as possible, when you have solid info to go on?
In theory it does make sense to save them. The problem however is everyone gets to vote on to use them. The longer the game goes on the less people their are in the town. Now, that is good in the sense there is a smaller pool to kill from, it is bad however because the mafia get a much more controlling stake in the double lynch use.
Day 3 usually will have a few very solid suspects to lynch from. Even if they flip town their death gives alot of information. That information could be in the form of giving town a lead on reds based on who was strongly accusing said member, a list of names that person believed was red, etc...
Every death gives information. Every post gives information. Ever discussion gives it.
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On April 18 2010 07:24 meeple wrote: Its a pretty big game... I don't think we'll have too much trouble using up the double lynches. It's better that it be unused than we use it as a scattershot in the hopes of nailing red. Just because we have them... doesn't mean we absolutely have to use them.
@BC... Every death gives information, but it might not be entirely useful information, and I would rather get information from discussion then an innocent townie's death.
As would I. However I will take any information given. There have already been a few tells in the last few pages on players, so keep it coming.
As a note (although foolishness will post nobody cares) Ill be back in around 6 hours after I'm home from work.
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On April 18 2010 08:18 Ace wrote: BC your idea of medics not protecting yourself, Caller or me is pretty bad. If all of us are town, or 1 of the 3 is Mafia then it gives that one scummy person leeway to explain later on why they weren't hit if they are such a good player. Medics should protect who they feel is worth living based on what happens in this game and not based on reputation.
As for Double Lynches - don't use them until you have to. "Killing for information" is one of the dumbest and frankly most scummy excuses players come up with to off Townies. There are other ways to get information besides lynching. Only use double lynches where we have situations such as Player A or B have to be scum due to conflicting role claims/investigations. This obviously also applies to role claimed Hatters with bombs on scum or 2 scum caught in a crossfire. We don't lynch people for the sake of information we lynch them because we think they are scum.
It also doesn't matter if there are only 20 people left in the game to vote on a double lynch. If 2 people are found to be scum and some players are seriously arguing we shouldn't vote on a Double Lynch well then that just kind of tells you what their motives are doesn't it? Stupid scum are pretty cool to play against.
So BC I really need to have you explain why leaving any of us 3 to die would be wise? You've even said the 3 of us should take a backseat and let everyone else play as if that would somehow help the Town win in the long run. I'm actually kind of laughing you'd acknowledge Caller as more useful than Zona too.
as much as I believe we would be a great people to have protection Ace. I truely do think we should let the newer players live longer than us. Most medics prob won't listen to me anyway.
As for taking a back seat to the game. We typically take a far too active role in a game. Use flamewheels last game as an example. Using the game mechanics, three "vet" players took full control and made it pretty unenjoyable for most other players. We should let the new players have a shot over just taking over.
As for why I believe caller is more useful than Zona is purely because Zona reminds me too much of L. Thats never a good thing in my book.
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On April 18 2010 16:10 Jugan wrote:Show nested quote +On April 18 2010 16:03 flamewheel91 wrote:On April 18 2010 15:11 Qatol wrote:On April 18 2010 15:03 nAi.PrOtOsS wrote: Does anyone know how the roles are given out? If the roles are specifically selected by the narrator then it seems likely that more difficult roles such as mafia, and assassin would be given out a majority of mafia veteran players. I would guess that the percentage of mafia veterans that are mafia as opposed to newer players(there are 6 new players) would be significantly higher. Letting newer players have an easier roles allows them to learn the game, and not mess it up for others. Trade secret. It varies from game to game. Some hosts rig things more, some use totally random setups. I used a sorting hat! No wonder. He always puts me in miller house =/
Millers don't know they are millers though, so you might be lucky this game unless you like the colour red so much.
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On April 19 2010 13:44 tree.hugger wrote:Show nested quote +On April 19 2010 12:32 Scamp wrote: Fun note: Tree.Hugger didn't read the rules! Oh dammit. I thought they had been put back in for some reason. I double checked, of course. Obviously.
Fun note, we had already discussed this earlier in the thread via my own major post. So you failed on two counts. Reading is fun.
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