TL Mafia 4
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Qatol
United States3165 Posts
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Qatol
United States3165 Posts
Does overtime give veterans additional night lives? Or does it just allow them to either have 2 votes or 1 vote 1 extra night life? Does backlash mean that private eyes will reveal themselves to the mafia regardless of who they are checking? How does this apply if the private eye is usng the rolecheck double ability? | ||
Qatol
United States3165 Posts
Of our abilities, I would argue that we don't have the information to use a double lynch quite yet, but this would be a perfect time to use a sanctuary. Now I think that DTs are too weak a role to sanctuary, hatters want to die anyways, and private eyes will likely be using abilities right off the bat anyways (though they may decide to hold off immediately thanks to a potential backlash) and thus any sanctuary doesn't really help them much either because they will still just be killed before they can use their second ability if they are targeted. This leaves Veteran and Paramedic. I argue that the most valuable sanctuary is paramedic because it effectively increases the night lives of the town in the long run. Paramedics are the town's most valuable resource. However, if anyone wants to make an argument about using veterans to establish themselves as 100% townies without worrying about taking hits, please be my guest. | ||
Qatol
United States3165 Posts
Also, I noticed that the mafia cannot have used backlash today (someone please correct me if I am wrong here) because it triggers the day/night cycle AFTER they decide to use it, so day 1 Private Eye checks should be safe. And Private Eyes, if you decide to use the double ability, I would recommend the role that you guess is mafia for your guessing rolecheck (unless you are trying to confirm a roleclaim). Then you at least know if that person is townie or mafia except for the Don, which you have a 1 in 60 of hitting. Some other clues that I noticed: The crest on the arms of several of the mafia The nuke reference (maybe a staff member clue?) Previous incarceration. Possibly this is connected to a user who has been banned a few times? | ||
Qatol
United States3165 Posts
On February 28 2009 15:26 RebirthOfLeGenD wrote: I think the nuke could also be referring to someone who was recently banned? I just skimmed real fast and didn't notice any staff on the roster just now. I see Bockit and MasterOfChaos. However, both are blue and thus can't actually nuke anyone. It was just a thought | ||
Qatol
United States3165 Posts
On February 28 2009 15:38 Pyrrhuloxia wrote: Dude the nuke could just be something chuiu threw in there to explain the plot hole of wait why doesnt the town run away so they don't die? Day 1 is usually red herrings if anything. While this is true, I'm trying to give the DTs something to clue check, even if it is probably a red herring. Trust me, it is useful for the DTs to have other people at least trying to do clue analysis so they can pick the analysis that they think is the strongest to verify. | ||
Qatol
United States3165 Posts
Also, I think people can vote for blue_arrow just fine just as long as a vet other than dyno doesn't use their special vote on him. I vote for inertinept I vote for sanctuary paramedic EDIT: I change my town ability vote from sanctuary paramedic to sanctuary veteran | ||
Qatol
United States3165 Posts
On March 01 2009 02:06 ahswtini wrote: Why use town abilities so early? None of the paramedics have been revealed, as far as I know, I personally think we should save the three abilities for later. Because I don't think the game will last long enough for us to use all the town abilities (the earliest we can use them all is day 5) before this game is pretty much decided. I would much rather let the mafia hit medics and wonder if their targets were either vets or medic protected tonight than just needlessly lose a source of extra night lives, especially since the mafia KP is 5 now but will decrease in the future. More hits = more likely to hit a medic, which is the most dangerous thing the mafia can do right now. | ||
Qatol
United States3165 Posts
On March 01 2009 02:08 BWdero wrote: Just to be on the safe side. We keep Dyno from dying on the first night by using sanctuary veteran right? But we need 31 votes to use it. Do we feel confident that we can get 31 votes on sanctuary veteran between the preliminary vote count and the real vote count? Otherwise it would be best to vote on it now. Losing Dyno is NOT THE END OF THE WORLD. If the mafia realistically want to take him out, they have to stack kills on him. Remember that they have 5 kills per night right now in a 60 person game. They have a lot of people to kill before we get enough clues that we can get a high rate of lynch due to clue analysis. I don't think they can afford to use the hits it will take to overcome medic protection on Dyno (though they will probably throw at least 1 hit at him just in case the medics miss their protections). | ||
Qatol
United States3165 Posts
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Qatol
United States3165 Posts
On March 01 2009 02:58 Amber[LighT] wrote: I mean how am I supposed to believe you? Vote count shows a veteran vote going for blue_arrow (just like Dyno said it would) | ||
Qatol
United States3165 Posts
On March 01 2009 03:01 iNfuNdiBuLuM wrote: Is it a good idea then to sanctuary -> veteran? The good: Dyno. is protected for night, giving us Night 1 + Day 2 to coordinate. Especially with many players in different time zone this is nice. Also medics will not have to worry about overlapping protection on him since he has been sanctuary'd. Other option is to sanctuary -> medic, which will leave mafia if they hit a vet (not dyno) or a medic confused - i think the odds are not too great here, they only have 5 hits right? The Bad: We don't get another ability until NIght 2/day 3 depending what we pick. I say go for it to sanctuary -> vet, we gotta get 31 votes though and right now Qatol is on Sanctuary: Paramedic. Let's get a consensus here. I vote inertinept btw I still argue that it is better to sanctuary the medics because it turns Dyno into a figurehead that the medics can all protect. If we are going to use sanctuary -> vet, ALL of the vets had better voteclaim to Dyno and then use their vet votes on random people so Dyno has a confirmed circle to start with. If it looks like sanctuary veteran is the call, I will gladly change my vote to that. | ||
Qatol
United States3165 Posts
I change my town ability vote from sanctuary paramedic to sanctuary veteran | ||
Qatol
United States3165 Posts
On March 01 2009 03:11 Scooter wrote: my bad, thanks for clearing that up. To follow up on what Qatol said, are we gonna roleclaim all our veterans? It would be nice to have a list of safe people, but the more veterans that make themselves known the more we have to spread the paramedics around. I argue that we don't roleclaim them publicly. Instead veterans should PM their veteran vote to Dyno and he can spread the IDs of the vets to each other once the vets are confirmed | ||
Qatol
United States3165 Posts
On March 01 2009 03:20 ahswtini wrote: Can I point out to the veterans to beware of mafia faking medics. You don't want to think you've got medics covering you, only for most of them to be mafia. This isn't really a huge deal. Medics don't really have to be trusted with much information, and if they fail to make a save and the KP doesn't line up, we just found a mafia. If the medic makes a save, confirmed towny. I would be pretty surprised if the mafia tried to mass fake medic. | ||
Qatol
United States3165 Posts
On March 01 2009 03:34 inertinept wrote: yea seriously...benign man? i bet BC is making the clues no offense =P No way. I struggled so hard with the clues that BC made when he hosted haha. | ||
Qatol
United States3165 Posts
On March 01 2009 03:50 ahswtini wrote: Regarding the 'sharp' clue, has anyone checked out Rice's profile? Look at his pic: + Show Spoiler + ![]() Just throwing out an idea This might also connect to the vampire idea for the bat interpretation. | ||
Qatol
United States3165 Posts
On March 01 2009 12:30 redtooth wrote: Rofl. Good luck with that. People, start switching your votes from inertinept to another list. Let's get a blue_arrow list started (he hasn't responded to our accusations and it's unlikely the vote will shift enough to get him killed). As mentioned before many times, large lists are absolutely useless. It would be much better to get multiple small lists and try to minimizethe number of people actually voting for inertinept. I change my vote to blue_arrow I highly suggest you either follow suit or get your own lists started. Don't make too many lists, however. ~8 people per list is fine IMO. Don't switch over too much so that inertinept ends up not getting killed. That would be terrible, especially considering we don't have vigilantes. While this is a nice initiative, I don't think it should be done this way. I would much prefer that Dyno picks lists of who should be voting for whom because the mafia are less likely to be able to drop votes onto every list. If the mafia follows/ignores Dyno's instructions, we wind up with some lists which are 100% innocent. If they throw extra people onto random lists, we have nice suspects | ||
Qatol
United States3165 Posts
On March 02 2009 03:52 d_so wrote: -_- lots of ambiguously worded rules in this game. 1.) Mafia killing power, or even number of mafia. since neither the formula for this or the number is given to us, we just have to guess. this kind of throws a monkeywrench in our centralized list plan because we don't have a firm grasp of how many people are lying. this is why i don't get our plan: this game is different from others because we don't have a firm number of roles, even for mafia. so yeah, in a sense our plan is kinda good because we have eight confirmed people. but that still leaves 52 people that can be lying-- this is in contrast to other games, where we can confirm claimed roles vs # of roles available, or even # of blues+greens vs # of reds Here is one reason we have the plan oriented this way: Look at the private eye abilities. They can rolecheck AND votecheck if they correctly guess the role of the target. This becomes easier if we have a roleclaim for everyone. Here is another reason: We can verify blue roleclaims if the player can't do what we ask them to. For example, let's say the mafia pretend to be a paramedic. If we assign a fake paramedic to protect someone, the mafia COULD decide not to hit that person, but then the protection worked for the cycle and the fake paramedic doesn't gain any trust. They could also decide to hit that person anyways, but then we oust a mafioso. Finally, they could hide a hit somewhere (making it look like they just double stacked hits on that target), but they're wasting KP (making that mafioso effectively a medic for the cycle anyway). The mafia cannot 100% fake any role except townie. However, townies will also get the least trust and information out of the town circle unless they are verified via rolecheck/votecheck/medic save. | ||
Qatol
United States3165 Posts
On March 02 2009 04:32 ahswtini wrote: What if the person a medic is watching gets doubled or tripled, the person will have died, and the medic won't be able to do anything about it? I covered that with the "hide a hit somewhere". Basically, it forces the mafia to waste KP overcoming medic protection. The medic doesn't get any extra trust, but if that hit is missing, then the medic doesn't lose any trust either. It just means that a hit was stopped, which is very useful to the town. | ||
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