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We can't really protect a medic/other duo though can we? We only have a few medics and mafia KP will overwhelm that unless their KP has been knocked down quite a bit by then (to the point half or more of them are gone).
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On March 18 2009 04:13 BWdero wrote: Bloody, the problem with having the medics specifically protect veteran players is that mafia will know that those players are guarded by medics. So they wouldn't put a hit on them and instead just go for others (whom are not protected by medics) and have a field day. It would be better for the medics to just cover who they see fit.
If you're mafia, would you really risk letting ver/ace/etc run free for several days? Established intelligent players can do a LOT of damage very quickly because their ideas are often sound and they are more likely to be believed based on previous games.
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On March 18 2009 04:22 semioldguy wrote: Incarcerating people who were medic-saved probably won't work.
Here's why: Someone who is suspected as Mafia is less likely to be targeted for a Mafia night-time kill, meaning they won't necessarily have to be protected during the night and more likely to live until morning. If they are indeed guilty, then we potentially lower the killing power for a night and will have someone to for sure lynch the next day. If they are innocent, then we will have confirmed someone with a lot of suspicion as being innocent, which is good for a potential suspects list.
there's no way to know if the person who's incarcerated is mafia this way. since the mafia doesnt have to use all their kill power every night, watching for a change in KP wont work. If an innocent gets locked up, the mafia can just nix their own KP temporarily, making the prisoner appear guilty.
i agree that the jail should be used for the mafia-- at the very least it'll reduce their KP if we get it right. But its not good for verifying if they are mafia or not. A smart mafia would see this weakness and use it against the town.
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On March 18 2009 04:28 Qatol wrote:Show nested quote +On March 18 2009 04:13 BWdero wrote: Bloody, the problem with having the medics specifically protect veteran players is that mafia will know that those players are guarded by medics. So they wouldn't put a hit on them and instead just go for others (whom are not protected by medics) and have a field day. It would be better for the medics to just cover who they see fit. If you're mafia, would you really risk letting ver/ace/etc run free for several days? Established intelligent players can do a LOT of damage very quickly because their ideas are often sound and they are more likely to be believed based on previous games.
If I knew that putting a hit on those players would mean that they would be confirmed town and put in charge of coordinating town efforts I would seriously consider other options before attempting to kill them. It's a choice really, let the intelligent players run amock for a few days while killing unprotected town or risk putting one of them in charge.
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United States7488 Posts
We won't want intended incarcerations of potential Mafia to fail because of a Vigilante hit. Once we have some person in the town as a confirmed innocent the Vigilantes should tell their hit to the innocent person who can relay it to the Sheriff. This protects the Vigilante identities from the elected official who can't be role checked.
Mafia have no way to protect amongst themselves. Additionally a Vigilante could just publicly call out his hit the day before he plans on carrying it out. Since they only get one hit and after they use it they would have no special ability any longer. This would also keep the Medics from potentially protecting the Vigilante's hit.
A Mafia could fake it by saying he is a Vigilante and is going to hit ___ person in order to keep a Medic off them, but this is unlikely as a Vigilante shouldn't be targeting someone unless he is a prime suspect. At which point eventually we will realize there are more Vigilante role claims then there are of that role in the game and all Vigilante-claimed individuals would be put into suspicion.
If the Mafia kills the Vigilantes after they hit their targets, then it makes it riskier/more difficult to role-claim that themselves.
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The medics aren't going to be able to coordinate protection early on so going after good players has a good chance of working especially if the mafia double up hits to make sure if they feel someone is protected.
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United States7488 Posts
On March 18 2009 04:34 MrBabyHands wrote:Show nested quote +On March 18 2009 04:22 semioldguy wrote: Incarcerating people who were medic-saved probably won't work.
Here's why: Someone who is suspected as Mafia is less likely to be targeted for a Mafia night-time kill, meaning they won't necessarily have to be protected during the night and more likely to live until morning. If they are indeed guilty, then we potentially lower the killing power for a night and will have someone to for sure lynch the next day. If they are innocent, then we will have confirmed someone with a lot of suspicion as being innocent, which is good for a potential suspects list. there's no way to know if the person who's incarcerated is mafia this way. since the mafia doesnt have to use all their kill power every night, watching for a change in KP wont work. If an innocent gets locked up, the mafia can just nix their own KP temporarily, making the prisoner appear guilty. i agree that the jail should be used for the mafia-- at the very least it'll reduce their KP if we get it right. But its not good for verifying if they are mafia or not. A smart mafia would see this weakness and use it against the town. I'd hope that during any incarceration that a Detective would role check the person to prevent a subversion that would otherwise just make him look guilty. Assuming this, then the Mafia would be wasting one of their kill power for a plan of theirs that is likely not to work anyway. So it would essentially save a random life if the Mafia tried to frame that person.
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On March 18 2009 04:40 Pyrrhuloxia wrote: The medics aren't going to be able to coordinate protection early on so going after good players has a good chance of working especially if the mafia double up hits to make sure if they feel someone is protected.
Then the mafia wastes early KP doubling up. That works for me.
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On March 18 2009 04:38 BWdero wrote:Show nested quote +On March 18 2009 04:28 Qatol wrote:On March 18 2009 04:13 BWdero wrote: Bloody, the problem with having the medics specifically protect veteran players is that mafia will know that those players are guarded by medics. So they wouldn't put a hit on them and instead just go for others (whom are not protected by medics) and have a field day. It would be better for the medics to just cover who they see fit. If you're mafia, would you really risk letting ver/ace/etc run free for several days? Established intelligent players can do a LOT of damage very quickly because their ideas are often sound and they are more likely to be believed based on previous games. If I knew that putting a hit on those players would mean that they would be confirmed town and put in charge of coordinating town efforts I would seriously consider other options before attempting to kill them. It's a choice really, let the intelligent players run amock for a few days while killing unprotected town or risk putting one of them in charge.
The issue also becomes though, if all the pre-established players are green/blue this game for arguments sake. not killing some of them if not all of them quickly, leads to very quick assembling of skillsets that have worked insanely well in previous games. Killing new people although prevents them from doing much, your getting rid of someone whos learning the game. You may kill more greens that way, but another day of solid behaviour/clue analysis and the like will destroy mafia.
They have to kill vet players, at least a chunk of them. Its more of a guessing game of who they will hit.
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United States7488 Posts
The other reason we can't tell which side an incarcerated player is on simply by looking at kill power, is that kill power isn't going to change half of the time from a single Mafia being removed. So we would need to rely on a role-check anyway.
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On March 18 2009 04:23 Qatol wrote:Show nested quote +On March 18 2009 04:03 BloodyC0bbler wrote:On March 18 2009 03:32 Qatol wrote:+ Show Spoiler +On March 17 2009 17:18 BloodyC0bbler wrote:
Now for a plan. We all know the town works better when organized, as such, neither mayor nor sheriff can guide this town to victory without being under suspect (we always flip as mayor or sheriff regardless of any other role).
So heres the plan.
Medics protect veteran players early. When one of them takes a hit, the medic should roleclaim to that person AND that person should claim they took a hit. That person then gets checked. They get the medic checked as well. If BOTH check out, they both come out and serve as figureheads for the town. They coordinate blue abilities but keep information on to the town.
When the person is hit they speak up. The sheriff then locks him up, protecting him from night hits while a dt checks him out. Once verified we repeat process with med, and have two figureheads, as opposed to the regular one.
In the event the person who is hit doesnt speak up, the medic speaks up, we verify them first, then the one hit after.
This is our best chance at getting town leadership quickly. How will you coordinate the lockup? It takes a cycle before that can take place. I like that you verify both players, however. That way both cannot be GF (and thus appear as innocent). What do you do if the person hit is a miller or otherwise doesn't check out? Does that person name their paramedic? I'm thinking probably not because if they're a miller, they just handed the mafia a medic. If they're a mafia, they're probably going to name a townie as their medic anyways. If you are elected mayor instead of sheriff, what is your plan for a lynch/ who will you lynch and why? + Show Spoiler +On March 18 2009 02:50 MrBabyHands wrote:The people running for office lack confidence and insight. They wont make good leaders. I can guarantee a mafia lynch on day one AND day two. I'd even put real cash on it. Thats confidence. Thats why I can win. The question isnt about strategy-- its about drive and instinct. Forget this "past game performance" crap. Its worthless. If you want to see the mafia get smoked, let me show you what I can do. Like i said-- 2 mafia GUARANTEED. And by the time Day 3 rolls around, I will have pulled the rest of the mafia from their crevices like a dentist pulling teeth. One.by.one. I also have an afro and wear shades (often). PLEASE tell me that's a belt. If you can guarantee mafia, please post at least one of them in the thread along with your reasoning. Even if you aren't elected, it would be useful for the mayor to take your target(s)/reasoning into consideration. It isn't like revealing the information really affects any of the mafia roles. semioldguy/Caller/nemy/motbob/lurker/anyone else who is running for sheriff that I have not yet addressed (sorry, but there are a lot of you and I might have missed someone) what do you plan to do upon getting into office? What sort of plan do you offer to the town? I just want to get some talk going on this one: When do we want to use our double lynches? I argue that we want to use them days 3-5 because those are early enough to do damage to the mafia but aren't complete guesses either. Remember, we have to vote for the double lynch the day BEFORE we can use it, so we need to start talking about this now if anyone thinks it is a good idea to double lynch day 2. As to coordinate a lockup. Tonight medics protect the vet players, or if they disregard the strategy whoever they prot. Ideally Player x is hit that they are protecting. That person steps forward, we can then jail him that night as a DT this game can only have his power used at night. they get their answer, no one speaks up we are good. As for if the person they protect is in the unlikely event mafia/GF. In this case, mafia won't say anything as they will get caught instantly, Nor would they know for the first day or so anyway as vigi's can't act right away, chances of anything happening with them is insanely low and not as much of a worry. As for the miller, the Miller does not know its anything but green, and had if i read the role description correctly, they were given a pm saying they were townie, but in reality are the miller. Chuiu could clarify on that. I believe that helps your worries. As for if I get mayor instead. This is where my history of solid analysis comes into play. I can use it to use my extra voting power to push certain targets. First day autolynch will be used rather on a target of my choosing, would be one who has seemingly behaved the most like mafia since we started the elections, as clue analysis at this point can't be trusted. Double lynches are a town activiated ability so we would just lynch top two suspects. Yes, but how do we react when the rolecheck comes up red? Do we autolynch with the possibility of that player being a miller? How does the DT speak up? Does he use a mouth? I think you're misunderstanding the jailing timeline. (Please tell me if I misunderstand your plan at all) The timeline would have to look like this: 1) Qatol is hit but survives. (yay a medic protected me!) 2) I claim the hit publicly (it doesn't make sense for me to hide that information, the mafia already know who was hit and didn't die). 3a) The medic privately PMs me. 3a) I get rolechecked. 3c) The sheriff orders a jailing. 4) ANOTHER NIGHT PASSES. - Qatol has to survive here (plan?) 5a) Qatol is now jailed (and protected for that night). 5b) The medic is rolechecked. 6) Both players are confirmed and the town sends in roleclaims. Double lynches also have to be activated the day before they are used. Thus I am asking when (approximately) you think they should start being used.
My bad, I didnt read the sheriff role correctly. Have the person step forward, dt is going to check them, now, medic usually will have pm'd the victim their role, i would also say, PM the sheriff.
The green/blue claims they were hit, dt goes to check, that night 1-3 meds protect the target, others do as normal. Sheriff calls to jail medic who was hit.
Person hit turns up red(could be miller or mafia) If its red, they are obviously up to get raped. Medic gets checked next day, they turn up as red we have two mafia, or a mafia and a miller. medic turns up blue he is actual medic, and guy was hit and is a miller(would be kickass to know) he turns up green, and he is either a douche or the GF which would make the person hit miller or mafia.
We can greatly narrow down roles in that small instance.
as for when to use double lynches, id say earlier than day 3-4 is almost a waste, as lynching is done mainly on strong clues or strong behaviour analysis, nothing is really solid till then.
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On March 18 2009 04:51 BloodyC0bbler wrote:Show nested quote +On March 18 2009 04:23 Qatol wrote:On March 18 2009 04:03 BloodyC0bbler wrote:On March 18 2009 03:32 Qatol wrote:+ Show Spoiler +On March 17 2009 17:18 BloodyC0bbler wrote:
Now for a plan. We all know the town works better when organized, as such, neither mayor nor sheriff can guide this town to victory without being under suspect (we always flip as mayor or sheriff regardless of any other role).
So heres the plan.
Medics protect veteran players early. When one of them takes a hit, the medic should roleclaim to that person AND that person should claim they took a hit. That person then gets checked. They get the medic checked as well. If BOTH check out, they both come out and serve as figureheads for the town. They coordinate blue abilities but keep information on to the town.
When the person is hit they speak up. The sheriff then locks him up, protecting him from night hits while a dt checks him out. Once verified we repeat process with med, and have two figureheads, as opposed to the regular one.
In the event the person who is hit doesnt speak up, the medic speaks up, we verify them first, then the one hit after.
This is our best chance at getting town leadership quickly. How will you coordinate the lockup? It takes a cycle before that can take place. I like that you verify both players, however. That way both cannot be GF (and thus appear as innocent). What do you do if the person hit is a miller or otherwise doesn't check out? Does that person name their paramedic? I'm thinking probably not because if they're a miller, they just handed the mafia a medic. If they're a mafia, they're probably going to name a townie as their medic anyways. If you are elected mayor instead of sheriff, what is your plan for a lynch/ who will you lynch and why? + Show Spoiler +On March 18 2009 02:50 MrBabyHands wrote:The people running for office lack confidence and insight. They wont make good leaders. I can guarantee a mafia lynch on day one AND day two. I'd even put real cash on it. Thats confidence. Thats why I can win. The question isnt about strategy-- its about drive and instinct. Forget this "past game performance" crap. Its worthless. If you want to see the mafia get smoked, let me show you what I can do. Like i said-- 2 mafia GUARANTEED. And by the time Day 3 rolls around, I will have pulled the rest of the mafia from their crevices like a dentist pulling teeth. One.by.one. I also have an afro and wear shades (often). PLEASE tell me that's a belt. If you can guarantee mafia, please post at least one of them in the thread along with your reasoning. Even if you aren't elected, it would be useful for the mayor to take your target(s)/reasoning into consideration. It isn't like revealing the information really affects any of the mafia roles. semioldguy/Caller/nemy/motbob/lurker/anyone else who is running for sheriff that I have not yet addressed (sorry, but there are a lot of you and I might have missed someone) what do you plan to do upon getting into office? What sort of plan do you offer to the town? I just want to get some talk going on this one: When do we want to use our double lynches? I argue that we want to use them days 3-5 because those are early enough to do damage to the mafia but aren't complete guesses either. Remember, we have to vote for the double lynch the day BEFORE we can use it, so we need to start talking about this now if anyone thinks it is a good idea to double lynch day 2. As to coordinate a lockup. Tonight medics protect the vet players, or if they disregard the strategy whoever they prot. Ideally Player x is hit that they are protecting. That person steps forward, we can then jail him that night as a DT this game can only have his power used at night. they get their answer, no one speaks up we are good. As for if the person they protect is in the unlikely event mafia/GF. In this case, mafia won't say anything as they will get caught instantly, Nor would they know for the first day or so anyway as vigi's can't act right away, chances of anything happening with them is insanely low and not as much of a worry. As for the miller, the Miller does not know its anything but green, and had if i read the role description correctly, they were given a pm saying they were townie, but in reality are the miller. Chuiu could clarify on that. I believe that helps your worries. As for if I get mayor instead. This is where my history of solid analysis comes into play. I can use it to use my extra voting power to push certain targets. First day autolynch will be used rather on a target of my choosing, would be one who has seemingly behaved the most like mafia since we started the elections, as clue analysis at this point can't be trusted. Double lynches are a town activiated ability so we would just lynch top two suspects. Yes, but how do we react when the rolecheck comes up red? Do we autolynch with the possibility of that player being a miller? How does the DT speak up? Does he use a mouth? I think you're misunderstanding the jailing timeline. (Please tell me if I misunderstand your plan at all) The timeline would have to look like this: 1) Qatol is hit but survives. (yay a medic protected me!) 2) I claim the hit publicly (it doesn't make sense for me to hide that information, the mafia already know who was hit and didn't die). 3a) The medic privately PMs me. 3a) I get rolechecked. 3c) The sheriff orders a jailing. 4) ANOTHER NIGHT PASSES. - Qatol has to survive here (plan?) 5a) Qatol is now jailed (and protected for that night). 5b) The medic is rolechecked. 6) Both players are confirmed and the town sends in roleclaims. Double lynches also have to be activated the day before they are used. Thus I am asking when (approximately) you think they should start being used. My bad, I didnt read the sheriff role correctly. Have the person step forward, dt is going to check them, now, medic usually will have pm'd the victim their role, i would also say, PM the sheriff. The green/blue claims they were hit, dt goes to check, that night 1-3 meds protect the target, others do as normal. Sheriff calls to jail medic who was hit. Person hit turns up red(could be miller or mafia) If its red, they are obviously up to get raped. Medic gets checked next day, they turn up as red we have two mafia, or a mafia and a miller. medic turns up blue he is actual medic, and guy was hit and is a miller(would be kickass to know) he turns up green, and he is either a douche or the GF which would make the person hit miller or mafia. We can greatly narrow down roles in that small instance. as for when to use double lynches, id say earlier than day 3-4 is almost a waste, as lynching is done mainly on strong clues or strong behaviour analysis, nothing is really solid till then.
Why PM the sheriff? It seems unnecessary. Sheriff doesn't need to know who the medic is until the cycle where the green/blue is jailed. It isn't like he could do anything with that knowledge before then. Unless you don't want the green/blue jailed. It seems like you are risking the medic if the sheriff is red.
Medic can still be confirmed if the person is a miller. Is this worth trying for?
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On March 18 2009 04:45 Qatol wrote:Show nested quote +On March 18 2009 04:40 Pyrrhuloxia wrote: The medics aren't going to be able to coordinate protection early on so going after good players has a good chance of working especially if the mafia double up hits to make sure if they feel someone is protected. Then the mafia wastes early KP doubling up. That works for me. Right, I think BWDero is wrong because there aren't many medics compared to people who would need to be protected. Odds are at least one veteran is a mafia (though that didn't happen last game) and won't be hit and medics will probably double up on protection before coordination so it makes sense for mafia to begin by hitting skilled, experienced players until they can narrow down some blues from vigi hit clues or behavior / slip ups / etc.
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United States7488 Posts
On March 18 2009 04:51 BloodyC0bbler wrote:Show nested quote +On March 18 2009 04:23 Qatol wrote:On March 18 2009 04:03 BloodyC0bbler wrote:On March 18 2009 03:32 Qatol wrote:+ Show Spoiler +On March 17 2009 17:18 BloodyC0bbler wrote:
Now for a plan. We all know the town works better when organized, as such, neither mayor nor sheriff can guide this town to victory without being under suspect (we always flip as mayor or sheriff regardless of any other role).
So heres the plan.
Medics protect veteran players early. When one of them takes a hit, the medic should roleclaim to that person AND that person should claim they took a hit. That person then gets checked. They get the medic checked as well. If BOTH check out, they both come out and serve as figureheads for the town. They coordinate blue abilities but keep information on to the town.
When the person is hit they speak up. The sheriff then locks him up, protecting him from night hits while a dt checks him out. Once verified we repeat process with med, and have two figureheads, as opposed to the regular one.
In the event the person who is hit doesnt speak up, the medic speaks up, we verify them first, then the one hit after.
This is our best chance at getting town leadership quickly. How will you coordinate the lockup? It takes a cycle before that can take place. I like that you verify both players, however. That way both cannot be GF (and thus appear as innocent). What do you do if the person hit is a miller or otherwise doesn't check out? Does that person name their paramedic? I'm thinking probably not because if they're a miller, they just handed the mafia a medic. If they're a mafia, they're probably going to name a townie as their medic anyways. If you are elected mayor instead of sheriff, what is your plan for a lynch/ who will you lynch and why? + Show Spoiler +On March 18 2009 02:50 MrBabyHands wrote:The people running for office lack confidence and insight. They wont make good leaders. I can guarantee a mafia lynch on day one AND day two. I'd even put real cash on it. Thats confidence. Thats why I can win. The question isnt about strategy-- its about drive and instinct. Forget this "past game performance" crap. Its worthless. If you want to see the mafia get smoked, let me show you what I can do. Like i said-- 2 mafia GUARANTEED. And by the time Day 3 rolls around, I will have pulled the rest of the mafia from their crevices like a dentist pulling teeth. One.by.one. I also have an afro and wear shades (often). PLEASE tell me that's a belt. If you can guarantee mafia, please post at least one of them in the thread along with your reasoning. Even if you aren't elected, it would be useful for the mayor to take your target(s)/reasoning into consideration. It isn't like revealing the information really affects any of the mafia roles. semioldguy/Caller/nemy/motbob/lurker/anyone else who is running for sheriff that I have not yet addressed (sorry, but there are a lot of you and I might have missed someone) what do you plan to do upon getting into office? What sort of plan do you offer to the town? I just want to get some talk going on this one: When do we want to use our double lynches? I argue that we want to use them days 3-5 because those are early enough to do damage to the mafia but aren't complete guesses either. Remember, we have to vote for the double lynch the day BEFORE we can use it, so we need to start talking about this now if anyone thinks it is a good idea to double lynch day 2. As to coordinate a lockup. Tonight medics protect the vet players, or if they disregard the strategy whoever they prot. Ideally Player x is hit that they are protecting. That person steps forward, we can then jail him that night as a DT this game can only have his power used at night. they get their answer, no one speaks up we are good. As for if the person they protect is in the unlikely event mafia/GF. In this case, mafia won't say anything as they will get caught instantly, Nor would they know for the first day or so anyway as vigi's can't act right away, chances of anything happening with them is insanely low and not as much of a worry. As for the miller, the Miller does not know its anything but green, and had if i read the role description correctly, they were given a pm saying they were townie, but in reality are the miller. Chuiu could clarify on that. I believe that helps your worries. As for if I get mayor instead. This is where my history of solid analysis comes into play. I can use it to use my extra voting power to push certain targets. First day autolynch will be used rather on a target of my choosing, would be one who has seemingly behaved the most like mafia since we started the elections, as clue analysis at this point can't be trusted. Double lynches are a town activiated ability so we would just lynch top two suspects. Yes, but how do we react when the rolecheck comes up red? Do we autolynch with the possibility of that player being a miller? How does the DT speak up? Does he use a mouth? I think you're misunderstanding the jailing timeline. (Please tell me if I misunderstand your plan at all) The timeline would have to look like this: 1) Qatol is hit but survives. (yay a medic protected me!) 2) I claim the hit publicly (it doesn't make sense for me to hide that information, the mafia already know who was hit and didn't die). 3a) The medic privately PMs me. 3a) I get rolechecked. 3c) The sheriff orders a jailing. 4) ANOTHER NIGHT PASSES. - Qatol has to survive here (plan?) 5a) Qatol is now jailed (and protected for that night). 5b) The medic is rolechecked. 6) Both players are confirmed and the town sends in roleclaims. Double lynches also have to be activated the day before they are used. Thus I am asking when (approximately) you think they should start being used. My bad, I didnt read the sheriff role correctly. Have the person step forward, dt is going to check them, now, medic usually will have pm'd the victim their role, i would also say, PM the sheriff. The green/blue claims they were hit, dt goes to check, that night 1-3 meds protect the target, others do as normal. Sheriff calls to jail medic who was hit. Person hit turns up red(could be miller or mafia) If its red, they are obviously up to get raped. Medic gets checked next day, they turn up as red we have two mafia, or a mafia and a miller. medic turns up blue he is actual medic, and guy was hit and is a miller(would be kickass to know) he turns up green, and he is either a douche or the GF which would make the person hit miller or mafia. We can greatly narrow down roles in that small instance. as for when to use double lynches, id say earlier than day 3-4 is almost a waste, as lynching is done mainly on strong clues or strong behaviour analysis, nothing is really solid till then. That would be another reason for the Vigilante to call out his intended hit as we will know that if a red was protected during the night that it was in fact the Miller since Mafia won't target themselves and the Medics won't accidentally reveal themselves to a Mafia member.
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well if a mafia somehow figured out they were medic protected and had another mafia hit them it would really suck though I suppose they would never know that
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On March 18 2009 05:00 Pyrrhuloxia wrote:Show nested quote +On March 18 2009 04:45 Qatol wrote:On March 18 2009 04:40 Pyrrhuloxia wrote: The medics aren't going to be able to coordinate protection early on so going after good players has a good chance of working especially if the mafia double up hits to make sure if they feel someone is protected. Then the mafia wastes early KP doubling up. That works for me. Right, I think BWDero is wrong because there aren't many medics compared to people who would need to be protected. Odds are at least one veteran is a mafia (though that didn't happen last game) and won't be hit and medics will probably double up on protection before coordination so it makes sense for mafia to begin by hitting skilled, experienced players until they can narrow down some blues from vigi hit clues or behavior / slip ups / etc.
Yeah I was off. It's a solid plan if we manage to get the one that got hit through the night before his incarceration.
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Here's an idea:
It involves sacrificing a vigilante, but the vigilante will be able to use their kills.
A Vigilante pms a trusted townsperson that he is a vigilante and will make a hit on X. After night, if the hit on X goes through and it's not a mafia, the vigilante roleclaims and uses the proof of the hit. Then, Sheriff incarcerates him and everybody pms him stuff. Then he can help to organize town and get it together, at which point the day after, when he is no longer protected, he can find a successor for the town circle (preferably a townie) and use his last hit that night.
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On March 18 2009 05:08 Caller wrote: Here's an idea:
It involves sacrificing a vigilante, but the vigilante will be able to use their kills.
A Vigilante pms a trusted townsperson that he is a vigilante and will make a hit on X. After night, if the hit on X goes through and it's not a mafia, the vigilante roleclaims and uses the proof of the hit. Then, Sheriff incarcerates him and everybody pms him stuff. Then he can help to organize town and get it together, at which point the day after, when he is no longer protected, he can find a successor for the town circle (preferably a townie) and use his last hit that night.
Umm the mafia can do this just as easily as a vigi can. The only way this works is if the vigi hits red.
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United States7488 Posts
On March 18 2009 05:11 Qatol wrote:Show nested quote +On March 18 2009 05:08 Caller wrote: Here's an idea:
It involves sacrificing a vigilante, but the vigilante will be able to use their kills.
A Vigilante pms a trusted townsperson that he is a vigilante and will make a hit on X. After night, if the hit on X goes through and it's not a mafia, the vigilante roleclaims and uses the proof of the hit. Then, Sheriff incarcerates him and everybody pms him stuff. Then he can help to organize town and get it together, at which point the day after, when he is no longer protected, he can find a successor for the town circle (preferably a townie) and use his last hit that night. Umm the mafia can do this just as easily as a vigi can. The only way this works is if the vigi hits red. Not even that works... couldn't the Mafia just hit one of their own?
The only way this would work is if the Mafia uses their full kill power and the Vigilante hit goes somewhere other than one of the Mafia hits. Mafia could just use one less hit though if we try to do this and it wouldn't necessary lower their effective kill power since the Vigilante is killing someone possibly at random. The Mafia then get the benefit of one less Vigilante being able to affect them later in the game.
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United States7488 Posts
... and throwing a wrench into that plan (since I didn't want to just edit that into my previous post)
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