DO NOT UNDER ANY CIRCUMSTANCES LAUNCH A NUKE ON YOUR OWN
This applies even if you are being lynched or nuked. If someone does not follow this policy and nukes you, you still do not retaliate without town approval.
Forum Index > TL Mafia |
syllogism
Finland5948 Posts
DO NOT UNDER ANY CIRCUMSTANCES LAUNCH A NUKE ON YOUR OWN This applies even if you are being lynched or nuked. If someone does not follow this policy and nukes you, you still do not retaliate without town approval. | ||
JeeJee
Canada5652 Posts
let me break it down for you, i played in waw1 and was the most vocal proponent of "fuck you nukers" and "dont ever nuke" guess what? it didn't work. at the end of the day, if someone wants to nuke someone, they will, even if they pay with their life for it. keep making all the plans you want, it's not gonna do shit. Exhibit A: WaW1 | ||
youngminii
Australia7514 Posts
i want to nuke something please let me nuke someone | ||
syllogism
Finland5948 Posts
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JeeJee
Canada5652 Posts
On July 06 2011 01:49 syllogism wrote: You were also mafia and mafia benefited from people not following this plan. This game has a different player base and people failing to adhere to it in one game does not mean different people here will as well. If anything, we should learn from that example. this isn't unique to WaW1. Ace's game where everybody had a gun? Same outcome. I would be very surprised if it doesn't happen here. As of now I'm considering everybody a triggerhappy idiot. Prove me wrong. | ||
GMarshal
United States22154 Posts
On July 06 2011 01:46 youngminii wrote: i was about to nuke gmarshal i want to nuke something please let me nuke someone Once we elect the nuke target, we can let you nuke it I suppose... | ||
Caller
Poland8075 Posts
OH FUCK I forgot to give you guys your campaign decisions for today. The Three Allied Campaigns Are: Dunkirk Operation: Grants all Boreritish commanders an extra life. Operation Gunnerside: Takes two turns to process. Destroys up to three nuclear missiles among Axis players. Operation Watchtower: No nuclear weapons may be launched the next day. Vote alongside or separately from the Lynch in the same format. (##:Operation Cwal) Unless otherwise specified, all actions will resolve the next day. | ||
syllogism
Finland5948 Posts
If so and assuming we get everyone to follow the plan, that seems like the best campaign | ||
Palmar
Iceland22631 Posts
On July 06 2011 01:53 JeeJee wrote: Show nested quote + On July 06 2011 01:49 syllogism wrote: You were also mafia and mafia benefited from people not following this plan. This game has a different player base and people failing to adhere to it in one game does not mean different people here will as well. If anything, we should learn from that example. this isn't unique to WaW1. Ace's game where everybody had a gun? Same outcome. I would be very surprised if it doesn't happen here. As of now I'm considering everybody a triggerhappy idiot. Prove me wrong. I actually have far more belief in this playerbase. As you can see on my crusade against the "only nuke when it's agreed upon" idea. But yes, I really don't think we have to worry too much about random nuking in this game. With that in mind, I'm going to go completely against what I usually suggest and just throw this out there: Assumptions: a) too many nukes and we lose b) nukes become more accurate late-game Conclusion: Should we perhaps just... not nuke today? Sandroba's plan assumes the nuke is a double lynch, which is perfectly fine, but this is also a double lynch on a timer, one that ticks every time we nuke, and we can assume that every time a mafia is up against the wall he will nuke everything he can. So, how about it, I say we just ignore the nukes, for now. | ||
Caller
Poland8075 Posts
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JeeJee
Canada5652 Posts
On July 06 2011 02:02 syllogism wrote: Does that extra life last throughout the game or is it temporary If so and assuming we get everyone to follow the plan, that seems like the best campaign I'd have to guess its temporary. Making everyone a veteran permanently is a little imba. It's still good to prevent night1 snipes though. But I'm liking the destroy-nukes more, since it's a more long-term effect. | ||
chaos13
Canada885 Posts
On July 05 2011 22:17 GMarshal wrote: GMrobas's Plan for Not Letting the Conspirator Win Nuke Policy One nuke is shot per day, if a majority of players (50%) agrees to it. no other nukes are fired for any reason Punishment Policy lynched, no excuses allowed, you fire, you die. Why double lynch, increased information, decent use of kp, no need to fire if its not necessary/an appropriate target cannot be deiced upon Support Its not a clusterfuck Other Tidbits Hi coag. ##Vote: GMroba's plan And I am all for not nuking anyone or anything today. If someone nukes, I say we lynch them. As for the campaigns, what I think it comes down to is whether we think the Axis or the Conspirator are a bigger threat. The Dunkirk Operation will be good if we manage to get rid of the conspirator quickly, but as it is the Axis will just use more nukes killing these players and we end up with dead Allies and higher radiation levels. Operation Watchtower is decent. It stops the Conspirator's progress completely for a day, removes Axis firepower, but also removes Allied firepower. This one would be more powerful later in the game when we need to keep ourselves alive. Operation Gunnerside is brilliant. Not only does it remove Axis firepower, it helps keep radiation levels down. It helps us and harms two threats - both Conspirator and Axis. ##Operation Gunnerside | ||
JeeJee
Canada5652 Posts
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deconduo
Ireland4122 Posts
On July 06 2011 02:02 syllogism wrote: Does that extra life last throughout the game or is it temporary If so and assuming we get everyone to follow the plan, that seems like the best campaign Hmm, I think destroying mafia nukes might be a better option. We can wait to see what Caller says about the lives first though. | ||
chaos13
Canada885 Posts
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deconduo
Ireland4122 Posts
On July 06 2011 02:13 chaos13 wrote: Keep in mind the extra lives are granted only to Boreritish Commanders. There are plenty (probably majority) of Allied players who are not Boreritish Commanders. I would guess we have at least 3 however. | ||
GMarshal
United States22154 Posts
On July 06 2011 02:04 Palmar wrote: Show nested quote + On July 06 2011 01:53 JeeJee wrote: On July 06 2011 01:49 syllogism wrote: You were also mafia and mafia benefited from people not following this plan. This game has a different player base and people failing to adhere to it in one game does not mean different people here will as well. If anything, we should learn from that example. this isn't unique to WaW1. Ace's game where everybody had a gun? Same outcome. I would be very surprised if it doesn't happen here. As of now I'm considering everybody a triggerhappy idiot. Prove me wrong. I actually have far more belief in this playerbase. As you can see on my crusade against the "only nuke when it's agreed upon" idea. But yes, I really don't think we have to worry too much about random nuking in this game. With that in mind, I'm going to go completely against what I usually suggest and just throw this out there: Assumptions: a) too many nukes and we lose b) nukes become more accurate late-game Conclusion: Should we perhaps just... not nuke today? Sandroba's plan assumes the nuke is a double lynch, which is perfectly fine, but this is also a double lynch on a timer, one that ticks every time we nuke, and we can assume that every time a mafia is up against the wall he will nuke everything he can. So, how about it, I say we just ignore the nukes, for now. Actually I agree with this, day 1 lynches are hard enough as is, lets not make it a 24 hour day 1 lynch on top of that, theres a reason why games with double lynches wait till day 2 before they can be activated. As far as the campaigns go, I think the nuke destroying one is best, we want to cut down the enemy's arsenal, again a lategame scenario scum are working towards is one where the town is out of anti-nukes and low on nukes and the mafia holds enough nuclear weapons to obliterate the town. The extra lives only apply to "Boreritish commanders" which I doubt is all of us. Plus I'm much more scared of nuclear Armageddon than I am of night kills. | ||
syllogism
Finland5948 Posts
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GMarshal
United States22154 Posts
On July 06 2011 02:17 syllogism wrote: Even if there are only 2 or 3 boreritish commanders, it still looks better than the alternatives. Destroying 3 nukes is pretty nice, but mafia likely can't use nukes until mid to late-game and it's quite possible for them to die without using all their nukes. Moreover, nukes can be shot down And medics can protect at night. Anti-nukes are our only salvation against a doomsday operation on the part of the axis powers, we cannot afford to waste them, reducing the number of nukes is essential to doing this. Assuming the scum team is 6 people, and assuming 1.5 nukes per person, they have around 9 nukes, destroying 3 is taking out one third of their capacity to launch a major nuclear strike. Lets cripple the bastards. | ||
GMarshal
United States22154 Posts
On July 06 2011 02:13 deconduo wrote: Show nested quote + On July 06 2011 02:13 chaos13 wrote: Keep in mind the extra lives are granted only to Boreritish Commanders. There are plenty (probably majority) of Allied players who are not Boreritish Commanders. I would guess we have at least 3 however. ... where did that number come from? | ||
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