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On January 08 2011 06:15 Fishball wrote:Show nested quote +On January 08 2011 05:23 BloodyC0bbler wrote: If LSB wanted to be helpful he would have created 3-5 different options of role distribution. Or he could have opted to give his list a "randomized" element where instead of say "choose rolecop" it would be "choose investigative role".
This is exactly the main thing I've been trying to say; The main difference between Radfield's plan and his. Huge difference, to be exact. Oh, and just so it's know to the public. I'm calling BC Mafia/SK!
I'm calling Fishball on massive troll
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On January 08 2011 06:15 Fishball wrote:Show nested quote +On January 08 2011 06:13 deconduo wrote:On January 08 2011 06:11 Fishball wrote:On January 08 2011 05:15 Pigsquirrel wrote: You don't have a plan either. We currently have two options: LSB's plan, or chaos. Unless we get an option 3, we are probably going to have chaos. I like chaos. What's wrong with that? Makes things exciting. Plus, I don't like to line up in "order" and be executed along with the others one by one. If orgolove was in this game, I bet he would be like "OMFG, scum tell!" Chaos and confusion only benefits mafia. and players like me.
Your not the only one.
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kitaman27
United States9244 Posts
On January 08 2011 03:40 LSB wrote:Show nested quote +On January 07 2011 16:31 Misder wrote: Also, LSB, I feel that you're over-exaggerating the # of investigative roles Role cop (can only confirm roles in list, not really guarantee that they are mafia), JOAT (can only investigate once), tracker (if used effectively), and parity cop Tracker and parity cop seems like the only investigative roles that the town can rely on. (And JOAT, but that person can only check once) Show nested quote +On January 07 2011 22:19 Pigsquirrel wrote: The major problem with LSB's plan is that the Mafia can conform then just snipe the investigative roles. If they are lucky and land on an extra KP, then it's GG for town. There are 8 pro town roles including the protection roles. Assuming that no protects go through, it would take 8 nights for mafia to try to kill every single pro town role. Secondly, the mafia won't be able to use an extra KP because we would know if a CPR doc goes rouge. With the plan we would know who accomplished this. Without the plan we would just be helpless. Also, if we know where the roleblocker is, we can force the roleblocker to stop the CPR docs from attacking.
However, the SK will also be going after certain pro-town roles as well. Combined with the other kill roles and the chance that a couple of the protown roles might go to mafia, they certainly won't be around for 8 days.
Mafia won't be able to use the extra two KP directly, but they will still be able to influence their targets, as with a lynch. They may not have the opportunity to go rouge until late game, but I'm sure they won't have any problem when town instructs them to hit another town.
Since no one else seems to be suggesting an alternate plan, what is everyone's thoughts on assigning only the anti-town roles that need to be monitored? The top four certainly cannot be allowed to be randomized. Those with the outlined pick should select this role. I would suggest the role blocker be assigned to a slightly higher number, but that is up for debate.
The lower tier can hurt the town, but not necessarily kill it. There should at least be some threat that they will be selected in order to deter mafia selection. Maybe sort of probabilistic approach similar to the second game. Prince of Darkness, Politican, and to a lesser extent, Pardoner and God Father have at least some possible pro-town applications so it wouldn't be a total loss if they were selected.
The top tier: 1. CPR Doctor 2. Vigilante 3. Copy Cat 10. Role blocker (possibly should be higher)
Lower tier: 12. Janitor 13. Prince of Darkness 15. Pardoner 16. Politican 22. God Father
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On January 08 2011 05:12 BloodyC0bbler wrote: Wait wait wait. We have people who are actively saying "I don't agree with this plan, but I'm going to do it anyway". What sort of nonsense is this?
Don't like it, think of a different one. Tweak it for the better, something. Saying you disagree with something and its a bad idea then going along with it is what leads towns to failure. Jesus.
I take it this is the post that caught your attention fishball? I have noticed a definite tendency for scum to be very critical and point out how everything happening/being done is bad for the town. But I would also kind of expect BC to be beyond that kind of tell...
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I lied. My plan isn't simple. But it is still effective .
JIMBOS PLAN
Here are the results from the past two PYP games.
#1 Order 2 10 13 18
Picks:
1 1 6 1 8 1 12 1
#2 Order 1 7 8 13
Picks:
1 3 13 20 3 1 11 1 - couldnt coordinate with mafia
I was thinking from the perspective of using past game drafting patterns to be able to put the important town roles in a certain area. However I did not consider what lsb is saying, in that I would have no way of proving myself to be town in that time and thus could just as easily be mafia trying to get my buddies what we want.
So we'll see how it goes right now though.
What I noticed in reading both past games - Thanks Ace for suggesting it! - is that mafia has a very difficult time getting top a number of picks or do not want to for several reasons. As you can see both games they got in the top 2 slots but then their picks start jumping all over the place.
There are various reasons for that, as having top picks in these games wasn't always ideal, but it got me thinking. Say the mafia want to get most of the top picks. How do they do it?
1- they can try picking a bunch of the top numbers; eg 1 2 3 4 5. However, this will inevitably produce clashing since townies will surely do so as well and mafia definitely won't remain in the top. They might get 1-2 in the top 8 or so, but the rest of their members will be stinking low in consequence.
2- Mafia picks numbers all over the place and hopes the town clashes a lot. This is purely luck and probability means 1-2 mafia will be in the top 6, which is A-OKAY.
3- They could triple up on a high number e.g 1, then have the other 2 picking likely unique numbers eg 13, and hope everyone else clashes. This gives them a legitimate chance of getting up there in numbers but it also very well might screw them over completely.
Mafia have a much easier time assuring themselves a number of picks in the middle, namely by clashing with each other on a high number and spreading some with high numbers unlikely to be picked.
If anyone has any way the mafia could assure themselves a majority of the top slots, please post so. Otherwise I think I'm onto something.
The reason this is important is where the assigned roles are. We clearly need to have a few roles accountable. The previous plans, and current plan, followed the train of thought that KP boosting and important-to-deny-mafia roles needed to be picked first. What ended up happening was that the first 3 or more slots were sealed up, eg it didn't matter what alignment the people who got them were because they were held on accountability.EG If the prince of darkness acts, something's wrong and he must die. That meant that the best town roles got thrown into 4-something, where the majority of the mafia will be located. This doesn't make sense.
We want the pro town roles in the hands of the town and the anti town roles in the hands of ACCOUNTABLE mafia (or town or sk).
Superduper Town roles=
Jack Bullet Bill Bullet Proof Parity Cop Doctor Veteran
In addition there are some solid to mediocre town roles.
Role Cop= Mason Tracker Hider Witch
Accountable Roles=
CPR Doc vigi Roleblocker Copycat - because of the day vigi the infinite kp role point brought up earlier
Now you might object that there will be clashes. Yes, there will. And that is not actually that horrible. For one, mafia will clash too. They won't be able to get what they want as easily. And mafia clashing will make other roles better, namely Tracker. A roleblocking mafia gets followed to his roleblock target. A vanilla mafia gets followed to the kill .
For two, it's more important that good townies get the really superduper roles and we get a few greens than the really superduper roles die right away because they are known and we're left with the shitty roles. Jack and Bullet Bill and infinitely better than Tracker or Mason.
It doesn't really matter what alignment comp vigi and CPR doc are as long as we know who they are. If their shots don't follow their assigned targets, then we know they're mafia.
So-
JIMBOS PROPOSAL
-Players 1-6 will pick a very pro town role. Preferably one of those I listed in blue but there are some others like witch that can prove useful too or hider to mess with hits going in the top 6. -Players 7-10 will pick CPR doc, vigi, Roleblocker, and Copycat in that order. Town will vote during the night phase for the kp to use as a type of extra lynches. They don't follow orders, they die. Maybe we should assign Prince as #11? I'm not sure how bad this role actually is for the town? Janitor as #12? Might be nasty. -Everyone else picks what they want.
Mafia can pretty much guarantee they will get 1 person in the top 6 somewhere, maybe two as they have 5 people. But that still leaves a 4-5 townies with very powerful roles. We need those roles to win.
What's better, the mafia cannot exploit this fact like they can an LSB list because of the bulletproof/veteran threat and the fact that the doctor will likely protect in that area.
The things I'm not certain on are should we do anything about the kinda mediocre pro scum roles? Or just tell townies not to pick them and have rolecop know if he gets scum by seeing that pop up? And is 6 the right number for the cutoff?
FEEDBACK PEOPLE LETS GOGOGOO
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I fear for town, so im taking this into my hands if I can.
I am going to go [1][1]. I think I will be a competent CPR doc. If I do anything un-town like you can just lynch me, but remember we have to keep an eye on both cpr and CV. But since I go from night 1, and he's not til night 2, we can keep tabs for at least the first day. So town will not go into disarray because of mass confusion on night hits. That was a nice thing to give us Ace.
Or we can just leave the slot for a randomn, but I am going [1][1] regardless.
Let me get slot 1 dammit.
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On January 08 2011 05:23 BloodyC0bbler wrote: Eh? I get this version of mafia is centered around people choosing roles, however, Mafia can use almost any role in this setup. As can town. (few roles town doesn't need but still). Anyone who has read the most recent clusterfuck of games should realize centering on trying and making a easily confirmed "town circle" or the like is wasting time.
If LSB wanted to be helpful he would have created 3-5 different options of role distribution. Or he could have opted to give his list a "randomized" element where instead of say "choose rolecop" it would be "choose investigative role". I've already stated why randomization is bad. Why do you asssume that it is good? If we randomize the roles, watch as the top 7 all choose rolecop, and no one chooses Joat.
In addition, radfield's plan wasn't randomized as much as you think. Look to my analysis of the game I've already linked before
There are multiple holes. Add in that there are enough players in this version who know their own personal strengths that certain roles are going to benefit them more highly than others and will most likely just choose those regardless.
Could you explain a hole?
The emphasis so far in this game is "lets make a list of easy to off targets for mafia / make it easy for them to infiltrate" instead of "lets scumhunt."
Bad day 1 start Why is this easier to infiltrate than simple randomness?
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On January 08 2011 06:52 kitaman27 wrote:Show nested quote +On January 08 2011 03:40 LSB wrote:On January 07 2011 16:31 Misder wrote: Also, LSB, I feel that you're over-exaggerating the # of investigative roles Role cop (can only confirm roles in list, not really guarantee that they are mafia), JOAT (can only investigate once), tracker (if used effectively), and parity cop Tracker and parity cop seems like the only investigative roles that the town can rely on. (And JOAT, but that person can only check once) On January 07 2011 22:19 Pigsquirrel wrote: The major problem with LSB's plan is that the Mafia can conform then just snipe the investigative roles. If they are lucky and land on an extra KP, then it's GG for town. There are 8 pro town roles including the protection roles. Assuming that no protects go through, it would take 8 nights for mafia to try to kill every single pro town role. Secondly, the mafia won't be able to use an extra KP because we would know if a CPR doc goes rouge. With the plan we would know who accomplished this. Without the plan we would just be helpless. Also, if we know where the roleblocker is, we can force the roleblocker to stop the CPR docs from attacking. However, the SK will also be going after certain pro-town roles as well. Combined with the other kill roles and the chance that a couple of the protown roles might go to mafia, they certainly won't be around for 8 days. Mafia won't be able to use the extra two KP directly, but they will still be able to influence their targets, as with a lynch. They may not have the opportunity to go rouge until late game, but I'm sure they won't have any problem when town instructs them to hit another town. Certainly the SK will be a problem. But how would the mafia try to persuade us to use one of the town KP on a role like a doctor or a tracker? They could persuade us to use checks, or fake checks. But that's a great way to figure out scum.
Since no one else seems to be suggesting an alternate plan, what is everyone's thoughts on assigning only the anti-town roles that need to be monitored? The top four certainly cannot be allowed to be randomized. Those with the outlined pick should select this role. I would suggest the role blocker be assigned to a slightly higher number, but that is up for debate.
The lower tier can hurt the town, but not necessarily kill it. There should at least be some threat that they will be selected in order to deter mafia selection. Maybe sort of probabilistic approach similar to the second game. Prince of Darkness, Politican, and to a lesser extent, Pardoner and God Father have at least some possible pro-town applications so it wouldn't be a total loss if they were selected.
The top tier: 1. CPR Doctor 2. Vigilante 3. Copy Cat 10. Role blocker (possibly should be higher)
Lower tier: 12. Janitor 13. Prince of Darkness 15. Pardoner 16. Politican 22. God Father
How would you guareentee investigative roles or doctor roles?
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On January 08 2011 07:31 bumatlarge wrote:I fear for town, so im taking this into my hands if I can. I am going to go [1][1]. I think I will be a competent CPR doc. If I do anything un-town like you can just lynch me, but remember we have to keep an eye on both cpr and CV. But since I go from night 1, and he's not til night 2, we can keep tabs for at least the first day. So town will not go into disarray because of mass confusion on night hits. That was a nice thing to give us Ace. Or we can just leave the slot for a randomn, but I am going [1][1] regardless. Let me get slot 1 dammit.
Makes me want to go [1][2].
I will shock everyone in order of their numbers. Sooner or later, all Mafia/SK will die.
Genius.
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On January 08 2011 07:24 JimboSilvers wrote:I lied. My plan isn't simple. But it is still effective . JIMBOS PLANHere are the results from the past two PYP games. Show nested quote +
#1 Order 2 10 13 18
Picks:
1 1 6 1 8 1 12 1
#2 Order 1 7 8 13
Picks:
1 3 13 20 3 1 11 1 - couldnt coordinate with mafia
I was thinking from the perspective of using past game drafting patterns to be able to put the important town roles in a certain area. However I did not consider what lsb is saying, in that I would have no way of proving myself to be town in that time and thus could just as easily be mafia trying to get my buddies what we want. So we'll see how it goes right now though. What I noticed in reading both past games - Thanks Ace for suggesting it! - is that mafia has a very difficult time getting top a number of picks or do not want to for several reasons. As you can see both games they got in the top 2 slots but then their picks start jumping all over the place. There are various reasons for that, as having top picks in these games wasn't always ideal, but it got me thinking. Say the mafia want to get most of the top picks. How do they do it? 1- they can try picking a bunch of the top numbers; eg 1 2 3 4 5. However, this will inevitably produce clashing since townies will surely do so as well and mafia definitely won't remain in the top. They might get 1-2 in the top 8 or so, but the rest of their members will be stinking low in consequence.
2- Mafia picks numbers all over the place and hopes the town clashes a lot. This is purely luck and probability means 1-2 mafia will be in the top 6, which is A-OKAY.
3- They could triple up on a high number e.g 1, then have the other 2 picking likely unique numbers eg 13, and hope everyone else clashes. This gives them a legitimate chance of getting up there in numbers but it also very well might screw them over completely.
Mafia have a much easier time assuring themselves a number of picks in the middle, namely by clashing with each other on a high number and spreading some with high numbers unlikely to be picked. So how do you know that this game the mafia all won't just suddenly pick [17][1]? Your plan is akain to saying. "Mafia will pick the number 1, so all people who pick the number 1 are mafia." Can't the mafia predict this, especially since you told them already, so then they would choose not to pick the number one?
If anyone has any way the mafia could assure themselves a majority of the top slots, please post so. Otherwise I think I'm onto something. http://www.teamliquid.net/forum/viewmessage.php?topic_id=176529¤tpage=10#197
The reason this is important is where the assigned roles are. We clearly need to have a few roles accountable. The previous plans, and current plan, followed the train of thought that KP boosting and important-to-deny-mafia roles needed to be picked first. What ended up happening was that the first 3 or more slots were sealed up, eg it didn't matter what alignment the people who got them were because they were held on accountability.EG If the prince of darkness acts, something's wrong and he must die. That meant that the best town roles got thrown into 4-something, where the majority of the mafia will be located. This doesn't make sense. We want the pro town roles in the hands of the town and the anti town roles in the hands of ACCOUNTABLE mafia (or town or sk). Superduper Town roles=
Jack Bullet Bill Bullet Proof Parity Cop Doctor Veteran
In addition there are some solid to mediocre town roles. Role Cop= Mason Tracker Hider Witch Accountable Roles=
CPR Doc vigi Roleblocker Copycat - because of the day vigi the infinite kp role point brought up earlier
Now you might object that there will be clashes. Yes, there will. And that is not actually that horrible. For one, mafia will clash too. They won't be able to get what they want as easily. And mafia clashing will make other roles better, namely Tracker. A roleblocking mafia gets followed to his roleblock target. A vanilla mafia gets followed to the kill . For two, it's more important that good townies get the really superduper roles and we get a few greens than the really superduper roles die right away because they are known and we're left with the shitty roles. Jack and Bullet Bill and infinitely better than Tracker or Mason. That's why we have witches and doctors
It doesn't really matter what alignment comp vigi and CPR doc are as long as we know who they are. If their shots don't follow their assigned targets, then we know they're mafia. So- JIMBOS PROPOSAL-Players 1-6 will pick a very pro town role. Preferably one of those I listed in blue but there are some others like witch that can prove useful too or hider to mess with hits going in the top 6. -Players 7-10 will pick CPR doc, vigi, Roleblocker, and Copycat in that order. Town will vote during the night phase for the kp to use as a type of extra lynches. They don't follow orders, they die. Maybe we should assign Prince as #11? I'm not sure how bad this role actually is for the town? Janitor as #12? Might be nasty. -Everyone else picks what they want. Mafia can pretty much guarantee they will get 1 person in the top 6 somewhere, maybe two as they have 5 people. But that still leaves a 4-5 townies with very powerful roles. We need those roles to win. What's better, the mafia cannot exploit this fact like they can an LSB list because of the bulletproof/veteran threat and the fact that the doctor will likely protect in that area. The things I'm not certain on are should we do anything about the kinda mediocre pro scum roles? Or just tell townies not to pick them and have rolecop know if he gets scum by seeing that pop up? And is 6 the right number for the cutoff? FEEDBACK PEOPLE LETS GOGOGOO 1. Your plan assumes that the mafia can't get into the top six easily. However, this is actually quiet easy. Check out the post I linked 2. The mafia will still know where the super duper town roles are. Role #1 is obviously going to be a super duper role Role #2 is likely to be a super duper role Role #3 is more likely to be a super duper role Role #6 probably is a townie. That's where the mafia is going to hit. Your plan isn't fixing anything. It's basically the same thing as my plan, just there are less blues.
3. The tracker is an important role, so is the rolecop and doctors. I'd rather have the chance of a rolecop dieng, than the very real possibility that we might not have doctors.
4. Again, your plan assumes that the mafia won't be able to snap up that many top roles. I've have explained a method, and also you yourself have explained three methods. I don't think we should assume that they can't
5. What if mafia in roles 1-6 start picking up roles like CPR doc instead? That's a great way to triple mafia KP
6. There will be no Bulletproof/Vet threat because the mafia knows that the top six all picked roles they want to kill. They won't shoot down at the bottom.
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kitaman27
United States9244 Posts
On January 08 2011 07:24 JimboSilvers wrote:I lied. My plan isn't simple. But it is still effective .
LAL
I tend to agree with LSB about the flaws in this route.
On January 08 2011 07:49 LSB wrote:Show nested quote +On January 08 2011 06:52 kitaman27 wrote:On January 08 2011 03:40 LSB wrote:On January 07 2011 16:31 Misder wrote: Also, LSB, I feel that you're over-exaggerating the # of investigative roles Role cop (can only confirm roles in list, not really guarantee that they are mafia), JOAT (can only investigate once), tracker (if used effectively), and parity cop Tracker and parity cop seems like the only investigative roles that the town can rely on. (And JOAT, but that person can only check once) On January 07 2011 22:19 Pigsquirrel wrote: The major problem with LSB's plan is that the Mafia can conform then just snipe the investigative roles. If they are lucky and land on an extra KP, then it's GG for town. There are 8 pro town roles including the protection roles. Assuming that no protects go through, it would take 8 nights for mafia to try to kill every single pro town role. Secondly, the mafia won't be able to use an extra KP because we would know if a CPR doc goes rouge. With the plan we would know who accomplished this. Without the plan we would just be helpless. Also, if we know where the roleblocker is, we can force the roleblocker to stop the CPR docs from attacking. However, the SK will also be going after certain pro-town roles as well. Combined with the other kill roles and the chance that a couple of the protown roles might go to mafia, they certainly won't be around for 8 days. Mafia won't be able to use the extra two KP directly, but they will still be able to influence their targets, as with a lynch. They may not have the opportunity to go rouge until late game, but I'm sure they won't have any problem when town instructs them to hit another town. Certainly the SK will be a problem. But how would the mafia try to persuade us to use one of the town KP on a role like a doctor or a tracker?
Well its possible for the doctor or tracker to be scum. Pro-town roles can't be excluded from being killed based on their role alone.
On January 08 2011 07:49 LSB wrote:Show nested quote +Since no one else seems to be suggesting an alternate plan, what is everyone's thoughts on assigning only the anti-town roles that need to be monitored? The top four certainly cannot be allowed to be randomized. Those with the outlined pick should select this role. I would suggest the role blocker be assigned to a slightly higher number, but that is up for debate.
The lower tier can hurt the town, but not necessarily kill it. There should at least be some threat that they will be selected in order to deter mafia selection. Maybe sort of probabilistic approach similar to the second game. Prince of Darkness, Politican, and to a lesser extent, Pardoner and God Father have at least some possible pro-town applications so it wouldn't be a total loss if they were selected.
The top tier: 1. CPR Doctor 2. Vigilante 3. Copy Cat 10. Role blocker (possibly should be higher)
Lower tier: 12. Janitor 13. Prince of Darkness 15. Pardoner 16. Politican 22. God Father
How would you guareentee investigative roles or doctor roles?
There wouldn't be a guarantee. Town members would have to select the appropriate role based on the value of the role at a certain position and what type of role best suites them. Some clashing will occur, but mafia clashing is also possible under this plan.
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I'm with LSB on this one, Jimbo's plan isn't any better than his. Assigning roles we NEED to know the location of to the middle of the pack means that if scum sneaks in closer to the top and steals it there are a lot of potential places it could be. I don't really see what saying 'alright you six pick pro-town roles' accomplishes versus just laying out specific roles for each person to pick. Mafia knows exactly who they want to kill in the second case so we'd lose roles that way, but in the first there's a lot of potential for clashing so we'd be losing roles right off the bat. Either way mafia's going to be targeting that group first and we're going to be protecting them first, so we might as well make sure they're as useful as possible if we're going to use a plan like this.
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GGQ has replaced in for DCLXVI
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Woe is me with no bm in this game
i see a cobbler and a bum in this game though dah dah dah
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GUESS WHAT IM GONNA DO IF I GET CPR DIV. IM GONNA PROTECT YOU AND SAVE UR LIFE.
and most likely mafia have read pyp1, so id think theyd be wise to the [?][1] scheme.
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/confirm
I'm not going to pretend I have the experience or mafia skill to judge any plan. If there's one being used, I'll follow it. It does seem to me that a plan is better than no plan by a large margin, though.
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Can we get a list of people who haven't confirmed yet? Or at least an ETA for when we will get started with draft number picking? I feel like this plan discussion could go on for a few weeks and still be where it is now...
But I am worried about people not sticking to plan. We might have 3-5 townies go against the plan due to stupidity/rage. That's 3-5 places for scum to hide...
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kitaman27
United States9244 Posts
On January 08 2011 02:08 Ace wrote: You can start sending in your numbers now. You have until 33 hours from this post to send them in which is 9PM ET/11KST tomorrow.
On January 08 2011 11:34 Pigsquirrel wrote: Can we get a list of people who haven't confirmed yet? Or at least an ETA for when we will get started with draft number picking? I feel like this plan discussion could go on for a few weeks and still be where it is now...
But I am worried about people not sticking to plan. We might have 3-5 townies go against the plan due to stupidity/rage. That's 3-5 places for scum to hide...
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LSB, if you think that mafia can easily get into the top of the draft, what's preventing them from conforming with your list instead of purposely clashing. For example, if mafia gets pick 1 or 3, they get a role they want, and no one is able to clash with them.
Also, you may have addressed my post indirectly from answering everyone else's concern, but can you address my post directly? That would make it so much easier for me to analyze your plan, without thinking you left something out.
On January 07 2011 16:25 Misder wrote:
Couple things I'm concerned about LSB's plan: 1) Guarantee that mafia will get roles a) Since we know the draft order once we pick numbers, if mafia lands on one of the roles that is crucial to mafia, ie vigilante, mafia can relax in getting the role they want. b) Even if mafia doesn't get the role they want according to LSB's list, they may still conform with the list just to deny the town with a useful role ie Bullet Bill c) All the roles are useful for mafia in some way (except role cop, but refer to 2) 2) Still doesn't stop mafia from clashing with important town roles, esp if mafia ends up with a role that they don't want 2) Plan makes bulletproof and veteran useless, as they can't draw in mafia KP. 3) Mafia will know who is what role, and is able to target by role instead of in the dark.
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On January 08 2011 12:03 Misder wrote: LSB, if you think that mafia can easily get into the top of the draft, what's preventing them from conforming with your list instead of purposely clashing. For example, if mafia gets pick 1 or 3, they get a role they want, and no one is able to clash with them. Yeah, but they won't be able to use the roles. If extra KP start occuring, we would know that the Vig/CPR Doc is Mafia.
For example take PYP2. Mafia was able to pick up the Comp Vig role. But was forced to (try to) shoot the traitor and kill one of his teammates.
1) Guarantee that mafia will get roles a) Since we know the draft order once we pick numbers, if mafia lands on one of the roles that is crucial to mafia, ie vigilante, mafia can relax in getting the role they want. b) Even if mafia doesn't get the role they want according to LSB's list, they may still conform with the list just to deny the town with a useful role ie Bullet Bill c) All the roles are useful for mafia in some way (except role cop, but refer to 2) Firstly remember, the mafia can't use the roles for their own personal gain. I gave the example of the Vigs. In addition if the Bullet Bill starts lieng, that's a great way to find another mafia.
2) Still doesn't stop mafia from clashing with important town roles, esp if mafia ends up with a role that they don't want Lets say that Pick number 2 finds out that he didn't get his role. Obviously we know that pick number 1 lied. Bam. Mafia exposed
2) Plan makes bulletproof and veteran useless, as they can't draw in mafia KP. That's a necessary aspect. I'd rather have an active Role Cop who isn't afraid to claim results than a vet. Also, they are not useless. Not being able to be hit by mafia is a great incentive to be more active and scum hunt harder.
3) Mafia will know who is what role, and is able to target by role instead of in the dark.
Remember, we have 4 protection roles. Mafia will still not know if their hit succeeds or not.
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