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It basically has to do with mission 4.
Like i think good resistance players know that in the first place (the "who will sabotage and who will not"). But if the scumteam happens to be "not-so-experienced players", they can basically fuck up the game on D1 for their team, and that's not fun, for anyone, even for townies.
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Eh, you guys prob know what your talking about.
Just sounds needlessly complicated to me, but I've never played resistance before.
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It is basically to prevent a situation where the first mission gets two sabotages. Then everyone who is town knows the rest of the 6 players hold at most 1 scum, and it becomes extremely easy for the town to win the game.
Okay let me explain further: + Show Spoiler +Players 1-9.
Mission 1; the team 1,2,3 gets picked. 2 sabotages.
We know there is 5/6 town in 4-9.
Mission 2; pick 4 ppl from 4-9. If scum do not get their last guy on to the mission they auto-lose (since they can't win mission 4 anyways and if the mission succeeds, the same team will be autopicked to mission 3 for obvious reasons).
So mission 3 the last scum sabotages, if they were on team on mission 2, obviously, otherwise they lose. It's better to sabo on mission 3 than on 2.
Mission 4 is auto-aid 100%.
For mission 5 you have 2 confirmed town. Townies need to figure out 2 town in 4 people, which at this point should be really easy, since all the people SHOULD be posting and playing anyways.
Basically the game is just boring if there is 2 sabotages on mission 1.
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On October 29 2015 11:25 Tictock wrote:Show nested quote +On October 29 2015 09:54 raynpelikoneet wrote:On October 29 2015 09:22 Tictock wrote:On October 29 2015 08:48 Xatalos wrote: What I meant is that if two spies both sabotage it, then the whole spy team is mostly revealed... Especially if that happens early on. Why is this? Like how would town know that there was more than one attempt to sabotoge? Obviusly if the 4th mission fails then that is the case. Because after every mission everyone is told EXACTLY how many sabotages there were. So whats the point of revealing exactly how many sabotages happened if you also intend to include a mechanic that prevents unnecessary sabotages from being made? I agree with this. If we all agree to do the "if there are multiple spies in a team, only the spy that's higher on the list should sabotage", then we just should not have access to the number of sabotages.
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rofl why would you not agree to that because it is the optimal strategy if you are scum?
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On October 29 2015 18:00 raynpelikoneet wrote:rofl why would you not agree to that because it is the optimal strategy if you are scum? If scum will do it anyway (having only the highest spy sabotaging), and if they won't the game is ruined, there is no need for town to have access to the number of sabotages in the mission right ?
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Yes that is true aswell, while it goes "against the original rules of the game". That rule is actually quite stupid.
Like, i want to have a good game. But i also want to win. If we did not talk about this before, and i was town and the first leader, i would pick let's say Xatalos/Artanis/Tictock, just for the fact that i know there are players who know about this beforehand (who have played resistance before -- like artanis/xatalos and i'd also assume kitaman).
If there was two sabotages i could easily figure out TT has to be scum with either of those guys, since i'd know FOR SURE Xatalos and Artanis know how to sabotage.
I just want to make sure the game is equal to everyone regardless of who has / hasn't played resistance before, and not be "solved" purely based on pre-game knowledge.
EDIT: I mean like, i don't think it's fair that some players, depending on who ends up being mafia might need to somehow try to message to their scumbuddies how to sabotage, and some other people do not.
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Bah I'll win anyway. As French I have some racial bonus to resistance.
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Homestly I think the best way to go about it is to just give the top spy the choice to pass or fail in all missions bar #4, where you give the top 2 spies the option to pass or fail. That way spies don't gain the advantage of both having the choice (which would be the case if you didn't reveal how many fails there were) whilst not ruining the game on a potential blunder that has very little to do with the actual game itself.
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Or just run the game as it is.
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On October 29 2015 18:31 raynpelikoneet wrote: Or just run the game as it is. +
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So hey James, it goes like this; 1) 24h nomination phase (1-5times) ? 2) 24h voting phase -> if rejected go back to (1)? 3) how much time for sending in actions ?
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All
Confirmation PMs will go out Saturday evening (roles will be randomly generated - no host WIFOM plz). Role PMs will start going out Sunday afternoon. The game is currently scheduled to start at 2300 UK time (I think we're now UTC, given that the clocks just went back) on Sunday. At that stage, I will post the leader list (and the player list will be updated to reflect it as well). Obs QT will go out at game start.
If you have any rules questions, please PLEASE post them in the thread now, so we can get them out of the way before the game starts.
I'm also still short a co-host, so if any of the non-players want to help out, that would be appreciated.
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On October 29 2015 19:41 raynpelikoneet wrote: So hey James, it goes like this; 1) 24h nomination phase (1-5times) ? 2) 24h voting phase -> if rejected go back to (1)? 3) how much time for sending in actions ?
Day 1, 2300 -- Window for leader 1 to submit team opens Day 2, 2300 -- Window for leader 1 to submit team closes, Window for all players to vote on team opens Day 3, 2300 -- Window for voting closes. If it passes, mission starts. If it fails, window for leader 2 to submit team opens. ETC.
So basically, you are ALWAYS guaranteed 24 hours to submit a team / make a vote. I will not be closing any window early. Even if the leader submits a team at 2301, voting will not commence until the next day. That is partly to reduce the workload on me, partly so that you all don't have to constantly check the thread, and partly to give you some time to talk about everything.
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I want to know how much time there is for scum to send in their aid/sabotage.
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Hmm, although thinking about it, I can see that there is the potential that some people might want to vote before the official 'voting window' opens. Might it work better if the voting window opens once the team is officially submitted in the thread by the leader, but that that will only serve to shorten the submission time and lengthen the voting time. What do you think?
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On October 29 2015 19:46 raynpelikoneet wrote: I want to know how much time there is for scum to send in their aid/sabotage. 24 hours from the revealing of the vote, which will be at 2300 GMT.
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Also do you not allow re-submiting team/votes?
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I'm going to mark up the rules this evening, but our exchange today has gotten me to the following point:
Day 1 2300 -- window for submission starts, submission may be at any time, but once it is made in the thread in the official format (ie ##SubmitTeam: in bold) then the team cannot be resubmitted. As soon as the team is submitted, players may PM votes, and players may switch their votes at any time up to the deadline if they wish.
Day 2 2300 -- window for submission ends
Day 3 2300 -- voting results released
Thoughts?
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Obviously Day 3 2300 is the voting deadling as well. In case that wasn't clear.
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