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GreYMisT
United States6736 Posts
is chaos /in | ||
GreYMisT
United States6736 Posts
This game shall be full of win. | ||
GreYMisT
United States6736 Posts
D B C E F If im not mistaken | ||
GreYMisT
United States6736 Posts
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GreYMisT
United States6736 Posts
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GreYMisT
United States6736 Posts
Madness! | ||
GreYMisT
United States6736 Posts
and now for more office + Show Spoiler + | ||
GreYMisT
United States6736 Posts
On October 10 2011 12:40 Mr. Wiggles wrote: COMMUNISM! http://www.teamliquid.net/blogs/viewblog.php?topic_id=272941 a gem from that thread | ||
GreYMisT
United States6736 Posts
On October 12 2011 02:53 GMarshal wrote: Show nested quote + On October 12 2011 02:50 Cyber_Cheese wrote: As long as the mad hatter uses the special death scene this game it'll turn out awesome. Will everybody have a power? Everyone gets to *pick* a power, assuming you don't overlap with anyone higher on the list, so everyone who picks an unique power winds up with a power. If you overlap with someone higher in the draft order you are out of luck and end up being vanilla. Read the op *very* carefully. this is one of the most complex/fun setups around, but you need to understand the rules. So town high on the list should pick big power roles that mafia would want, in the hopes that they lock those out? | ||
GreYMisT
United States6736 Posts
thats right I am claiming politician! For a measly 800 ESPORTS dollars I will kill whoever you want. | ||
GreYMisT
United States6736 Posts
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GreYMisT
United States6736 Posts
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GreYMisT
United States6736 Posts
What up?! | ||
GreYMisT
United States6736 Posts
Dont worry, I wont pick anything else | ||
GreYMisT
United States6736 Posts
On October 12 2011 12:47 Mr. Wiggles wrote: Show nested quote + On October 12 2011 12:28 JimboSilvers wrote: Since it is going to come up, I'll say this now. Almost half the player-base is Mafia. This makes denying powerful mafia roles nearly impossible, and not cost effective. The best course for the role picking phase will be for us to focus on getting good town roles, and letting the various mafia parties fight among themselves for the good mafia roles. (Denying each other good combos in the process) On that note, I want to know if you guys think it's a good idea to make a coordinated list of powerful town roles, or a bad idea. The obvious upside is that if we coordinate our picks then we have a higher chance of getting more roles, but at the cost of letting every mafia knowing the general location of certain power roles. I for one am against this sort of ordering. It's called Pick YOUR power, Not Pick THEIR Power. I'll pick my own role, thank you. I thought about this, but what do you think is the possibility of mafia picking traditionally pro-town roles like DTs and Cops in order to hunt for the other scum teams? I feel we're going to have to be very careful of attributing pro-towness to role, and avoiding the "confirmed town" mentality for DTs, even if they deliver a red to us. It will be more like they aren't part of that mafia family, more than that they become likely town. That said, they'd still be useful, because they aren't going to hide red checks on the enemy families, and they're forced to confirm town, or lie about their own members, neither of which helps them in the long run. So, I think a list of good town roles will be ok, so long as people are careful not to fall into the trap of role = alignment. We should also try to take roles that are good in mafia or town hands, if possible. Going even further than that, the whole concept of "pro town" needs to be rethought for this game. Because scum need to kill the other scum factions, it will be rather easy for them to look "pro Town" through genuine scum-hunting. In normal games scum have to fake scum-hunt, here they do not. We cannot fall for this illusion. Fortunalty for town, our objective is simpler than it is for scum. while scum need to blend in with the town, not draw fire, and kill all the opposing factions; all we have to do is just kill everything red. Aside from noting that scum also need to scum-hunt, I think we should not think too much about the presense of the multiple scum teams, and just treat it as one big one. | ||
GreYMisT
United States6736 Posts
The one thing i disagree with in Radfield's plan is the no-pick list. This seems to be a great way to give scum a list of roles that won't be taken, leaving them open to being picked. On that same note it is important to establish a list of roles that townies would want to prioritize over others. As far as sandroba's plan goes, I like it. If town can get most of the protective roles than we can just survive the crossfire until mafia numbers become more adequate to deal with. | ||
GreYMisT
United States6736 Posts
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GreYMisT
United States6736 Posts
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GreYMisT
United States6736 Posts
On October 13 2011 03:46 chaoser wrote: Show nested quote + On October 13 2011 03:44 GreYMisT wrote: Radfield the main problem I see with your plan is that we have given scum the perfect place to shoot for the first 2 nights. Mafia would shoot into the top of the list anyway? Fair enough, but I'm uncomfortable with letting them know they have a 1/5 of hitting inventor by doing so. I perfer a plan where we pick following general guidelines. As someone said this gives mafia less of an opportunity to screw up everything, and already sets us up with good roles. | ||
GreYMisT
United States6736 Posts
On October 13 2011 07:13 Radfield wrote: Hmm, I'm really not sure at this point if it makes sense to allocate the top picks or not. My thought is in a perfect world(where everyone follows the plan) it will likely work out great. However, worse case scenario is that some of the top picks vocally follow the plan, and some vocally do not. This gives us half a plan, which is actually pretty bad for us. The more slots we allocate, the higher the chance of this happening. With this in mind, we should probably only allocate 3 slots, Inventor, Thief and Swapper. However, this leaves the assassin free to kill the inventor day 1, which is a problem. Hence the addition of the assassin into the mix. I'm honestly not sure what the best play is. Every pyp game I have played so far the inventor has ended up known, and in town hands. But with 12 mafia players, the chances of them getting the #1 slot are quite high. What about this: #1 Inventor #2 Assassin #3 Thief #4 Swapper #5/6/7/8 all take whatever, but also randomize in a % chance to take one of the top roles. This means Mafia cannot take for granted the ability to let a role slip, and take a risk of losing an excellent role by getting greedy. Jimbo's thief/swapper ideas can be put to use as well to help speedily confirm the top picks. I'd like to talk this out with people tonight. If anyone is interested and is around in about an hour or so, lets chat on IRC/Skype/whatever and hash this out. I particularly want to discuss with people who disagree with the allocation, as hopefully we can find solutions. If we use this method, this is the way to do it. I actually thought this up as I was driving home from college, and came up with no senarios where having someone do this check would be bad for the town. I guess you could argue that this person ends up vanilla, but that is bound to happen to a few people, and in my opinion is a very worth it trade to making sure no scum nonsense is going on. Thanks for clearing up this plan radfield/chaoser. I would feel more comfortable doing a 5 role version of this plan, with inventor, assassin, role swapper and thief, with another person checking for the above. the rest of us should follow the guidlines that sandraoba set, with mostly choosing protective/investigative roles. Question: should we consider America as one of the roles we need to keep track off? i didnt list it in my top 5 because he has to out himself to shoot, but being able to direct his shot could be benifitical. | ||
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