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I do believe it is safe to assume that Angels have a moderate-to-high movement speed. Their objective is to feed on three town players - not kill, feed.
In the same sense, I also assume players with a strong role are supposed to have a low movement speed, and weaker or positional-dependant roles have a higher MS.
That said, I do believe it is quite easy to rule B as a non-angel. In fact, I find it hard to believe anyone on the group of A,J,B,C,F are Angels, simply because they are too close to each other. That does NOT rule them out as Angels, I just think it is less likely. ((for instance, if I could pick anyone there to be an angel, I'd say it's F or A because they seem have the smallest possibility of catching another player day 1))
That said, I like the idea of claiming the movement right before the lynch. If we can keep track of who is who(keep in mind Angels already have that info), we can use movement patterns to town's advantage.
Remember that you can mask your maximum MS if you don't want to disclose it(ie. claim moving "3 tiles" even if your MS is 5), and you could even try to create breadcrumbs prior to the night post in order to get a good claim.
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hi guys. Nice to meet you.
I think I'm going to need to reread the discussion so far a couple of times for it to all sink in. each of us figuring out where we are on the board looks like a priority, whether it makes sense to share that info or not. My gut says it does make sense to share. Whether or how much we should spread out from there...I dunno.
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United Kingdom36156 Posts
from mafiascum, fferyllt?
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I think that no one is breaking the game yet. Also, dont speculate on position of dudes in the board, its more than likely that its random
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On May 15 2013 09:46 marvellosity wrote: from mafiascum, fferyllt? Yes. VisceraEyes told me about the mafia here a few weeks ago.
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Everyone, glhf.
Two quick thoughts. First of all, this is a Greymist game. Don't rely on mechanics or power roles or anything else. At the end of the day, the only way to make sure that the town wins the game is to really rely on scum hunting. Focus on finding scum, don't get too caught up in the mechanics.
Secondly, I think I agree with Phagga, that we need some sort of plan to start working together to identify all of the pieces on the board. His plan of claiming before the lynch is pretty solid and comes at no loss to us. Sure, the mafia are going to mess with our plans, but there's only so much that they can do. I would like to start working together on that so that we fix the information imbalance; *hushed voice* they already know where we are.
Lastly (totally lied about the two quick thoughts), I'm lynching Marv Day 3 if he's not dead at that point. @marv <3
And numbah four (I worship chaos), I have a MS of 4.
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On May 15 2013 10:29 Oatsmaster wrote:I think that no one is breaking the game yet. Also, dont speculate on position of dudes in the board, its more than likely that its random
I have to disagree. Randomness is terrible when you have to balance a game, especially when there are roles dependant on position and movement speed(angels).
On May 15 2013 09:41 fferyllt wrote: hi guys. Nice to meet you.
I think I'm going to need to reread the discussion so far a couple of times for it to all sink in. each of us figuring out where we are on the board looks like a priority, whether it makes sense to share that info or not. My gut says it does make sense to share. Whether or how much we should spread out from there...I dunno.
Welcome. When posting, please do post actual substance. All I read from your post is "yeah I like the general idea that town is showing, but I am kinda on the fence about it" without anything on it.
First things first, if you only read the setup a bit, you'll realize that Angels have a crucial information advantage: they know where everyone is, while Town is in the dark(flavor-wise and knowledge-wise). The way your post reads is that you want to hold information about yourself - information that Angels already have - even though the consensus right now is that we should figure out who is who.
In other words, your post feels like a blend-in trying to setup an agenda beneficial to Angels.
##vote fferyllt
Bring in something of use - actual reasoning for the wishy-washness of your post - and I'll reconsider my vote.
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I'm about to get off for the night and I'll reread the OP in the morning.
What interests me right now is how you can shine a flashlight in a different direction from the one you're walking. I'm thinking you could crabwalk around the edges of the map with your light shining toward the middle, minimizing the space that an Angel has to get to you.
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Can someone explain to me how finding the angels will help us win the game?
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On May 15 2013 11:15 Oatsmaster wrote: Can someone explain to me how finding the angels will help us win the game?
Weeping Angel win condition: To feed on a total of 3 players Town win condition: Eliminate all of the Angels
I'd say knowing who are the angels and being able to stay away from them is a pretty good start.
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On May 15 2013 11:15 Oatsmaster wrote: Can someone explain to me how finding the angels will help us win the game?
We're assuming that the angels have to be physically close to the other players in order to use their night actions. Someone speculated earlier that town PRs would have similar mechanics. Not dying at night >> dying at night.
But, you're right. Focus on finding scum. You have any thoughts on the other players so far?
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An Angel may feed when it ends its turn next to a player. That player will be eliminated from the game. 2 Angels may not feed on the same turn.
...It IS good to stay away from them angles
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All I read from your post is "yeah I like the general idea that town is showing, but I am kinda on the fence about it" without anything on it.
This part is true. I'm guessing that our max MS is unknown to scum and I won't be sharing that info today. I am not a heavy duty strategist, so the questions of whether to move toward or away from each other, how to group, etc. I will leave to someone who's good at that stuff. My game strength is analyzing body of work and relative tells. The former I do whether I know players or not. The latter comes with familiarity.
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On May 15 2013 11:19 ghost_403 wrote:Show nested quote +On May 15 2013 11:15 Oatsmaster wrote: Can someone explain to me how finding the angels will help us win the game? We're assuming that the angels have to be physically close to the other players in order to use their night actions. Someone speculated earlier that town PRs would have similar mechanics. Not dying at night >> dying at night. But, you're right. Focus on finding scum. You have any thoughts on the other players so far? marv is being weird. He says he isnt the mechanics guy, but he has spent all his time talking about mechanics. ???.
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Last question, do all moves have to be in the same direction? Can I divide my moves left and down, for instance, as long as the total is equal to the maximum?
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On May 15 2013 11:20 Zephirdd wrote:Show nested quote +An Angel may feed when it ends its turn next to a player. That player will be eliminated from the game. 2 Angels may not feed on the same turn. ...It IS good to stay away from them angles
The corners of the board are right angles, do you want us to stay away from the corners?
Does this make you an angel?
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Hey, guys, just got home. Bunch of random things in no particular order:
1. My activity's going to suck for a bit. I'll have about 2 hours tomorrow where I'm on the bus (potentially up to 4), I can't guarantee I'll post during that time because I hate phone posting, but I'll at least be giving the game some thought. I won't be back until about 10 PM EST, and I work the day after at 3 PM, so that's when you're going to get the most activity out of me.
2. I believe there's a bit of a misconception about mechanics floating around, at least that was my impression reading the thread.
I believe the angels have both an Angel "piece" and a human "piece" on the board. It strikes me that the human piece will still look human in the beam of a flashlight, only the Angel piece will be revealed. Thus looking at people is not enough to confirm them. (From this point on I'm going to use Town for the human pieces controlled by town, Angel for the Angel piece controlled by a mafia, SAngel for the angel statues on the board, and puppet for the human piece controlled by the Angels). When you do look at a player piece on the board, there's a 1/4 chance that you do cost the Angels 1 movement speed by looking at their puppet. Any actions on or against a puppet do count against Angels, so I believe viewing their puppets slows down the Angels as well.
3. How much leeway are we given on our movement instructions? I would like it verified which of these movement commands would be acceptable and which are not.
A) Moving 2 spaces North while facing West, then moving 2 spaces North while facing East. B) Moving one space Northwest while facing East C) Moving one space North, and then one space East, all while facing West D) Staying stationary, Looking East, North, West, then South in that order.
4. As far as the optimal group size and distance between players, I think the optimal route is to synchronize as much visible area with as much illuminated area as possible. Presumably town actions must be used on other town in the proximity, or puppets or illuminated angels so proximity is a big factor still. If we can keep people relatively spread out, but with a wide net of vision we will likely slow angels through their puppets as well as gain the potential to act upon those puppets. We will potentially get to act on other town that are close by, as well as slow Angels as they move around our town block. We also have the potential to catch the Angels out on a lie if the information from town does not coincide with the information given from their puppets.
5. I do think it's important to identify both town and puppets on the board, whether or not we use a pre defined movement strategy, or we just do our best to figure it out and relay it to the thread. Giving us more opportunities to coordinate is what's going to give us the best chance at winning in my opinion. Being able to identify weakness in our board position, as well as being able to determine whether our board position may be compromised by a suspicious player in the game is what will give us the best survival chance.
6. All that being said, I think just plain old analysis is still the strongest tool we have. In Boardwalk PYP, BM made it very close to the end of the game based on inaccurate set up speculation, so that's not something I want to have happen again.
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Im confused. If scum have puppets, then wont analyzing the movements on the board useless? Since you cant tell that its a puppet. Can you?
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Blazinghand
United States25550 Posts
On May 15 2013 11:54 Oatsmaster wrote: Im confused. If scum have puppets, then wont analyzing the movements on the board useless? Since you cant tell that its a puppet. Can you?
the plan is, we announce our movements JUST before the lynch, and we move in distinct patterns. scum won't be able to mimic our patterns if we post them JUST before the lynch, and it will let us figure out who is who (something that scum already knows)
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On May 15 2013 11:55 Blazinghand wrote:Show nested quote +On May 15 2013 11:54 Oatsmaster wrote: Im confused. If scum have puppets, then wont analyzing the movements on the board useless? Since you cant tell that its a puppet. Can you? the plan is, we announce our movements JUST before the lynch, and we move in distinct patterns. scum won't be able to mimic our patterns if we post them JUST before the lynch, and it will let us figure out who is who (something that scum already knows) So it just tells us who is who on the board right?
Why would scum mimic patterns of people with their puppets?
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