TL Mafia XXXVI - Page 4
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GGQ
Canada2653 Posts
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Nfi
United States357 Posts
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Node
United States2159 Posts
On January 18 2011 08:16 Kavdragon wrote: + Show Spoiler + RebirthOfLeGenD was just temp banned for 2 weeks by Hot_Bid. That account was created on 2008-11-12 06:44:02 and had 2888 posts. Reason: See you in two weeks. Huh. That sucks. I was looking forward to playing with him. I am so glad you guys are better at watching the automated ban thread than me. | ||
Kavdragon
United States1251 Posts
On January 18 2011 10:03 Node wrote: I am so glad you guys are better at watching the automated ban thread than me. Naw, i just noticed that his icon was a Lock. | ||
orgolove
Vatican City State1650 Posts
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Node
United States2159 Posts
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LunarDestiny
United States4177 Posts
Message to streamers: Stop showing jailbaits. | ||
Nemesis
Canada2568 Posts
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Meapak_Ziphh
United States6782 Posts
/in | ||
Mr. Wiggles
Canada5894 Posts
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Node
United States2159 Posts
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Divinek
Canada4045 Posts
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Foolishness
United States3044 Posts
On January 19 2011 13:10 Mr. Wiggles wrote: Also, does it say anywhere around when the game will start I can't find it haha. As soon as it's full? Thanks :p [N] TL Mafia XXXVI - 27/32 signed up; due to begin whenever. (Node is host) Straight from the active list thread! | ||
LunarDestiny
United States4177 Posts
Bodyguard dying because of inactive modkill would be lame. Node, do you think you will have a healthy amount of replacements? Also to whoever voted for mayor, please pick lurkers(not sure how to define them) as bodyguards. I don't want that FAT INACTIVE to be our day/night post. Also it makes the game more interesting. Well, picking lurkers as bodyguards might not be the best strategies... Just throwing out this before I get axed if I say this after game starts. | ||
LSB
United States5171 Posts
I have yet to discuss this with Node of course. But what do you think about modkills happening at the start of night, but not revealing who the replacement is untill the start of day? | ||
Jackal58
United States4264 Posts
On January 19 2011 17:40 LunarDestiny wrote: Unbiased comments before role are sent out. Bodyguard dying because of inactive modkill would be lame. Node, do you think you will have a healthy amount of replacements? Also to whoever voted for mayor, please pick lurkers(not sure how to define them) as bodyguards. I don't want that FAT INACTIVE to be our day/night post. Also it makes the game more interesting. Well, picking lurkers as bodyguards might not be the best strategies... Just throwing out this before I get axed if I say this after game starts. Lurkers killed town in XXXV. I intend to leave no lurker alone. | ||
CubEdIn
Romania5359 Posts
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LunarDestiny
United States4177 Posts
On January 19 2011 23:09 LSB wrote: The plan is to have an extensive list of replacements full of vets. I have yet to discuss this with Node of course. But what do you think about modkills happening at the start of night, but not revealing who the replacement is untill the start of day? I think having vets as replacements is biased against mafia. In previous games, mafia tends to use their early nightkills to eliminate experienced town players. In the late game, there will be an inactive town and they will win. If you have vets as replacement, a modkill happens late in the game and vet is replace as town. The next chance that mafia have to kill this vet is the following night. If you are trying eliminate mafia win because, in the late game, town is inactive or the only town players left are newer players who can't convince one another, then I have no objection. | ||
Kavdragon
United States1251 Posts
On January 20 2011 04:28 LunarDestiny wrote: I think having vets as replacements is biased against mafia. In previous games, mafia tends to use their early nightkills to eliminate experienced town players. In the late game, there will be an inactive town and they will win. If you have vets as replacement, a modkill happens late in the game and vet is replace as town. The next chance that mafia have to kill this vet is the following night. If you are trying eliminate mafia win because, in the late game, town is inactive or the only town players left are newer players who can't convince one another, then I have no objection. Firstly, it doesn't say anywhere that the modkills with be townies. The mafia could just tell all of their noob members to go inactive, so that they could rack up a few vets for their team. While I agree that most modkills will be townies, I don't see it as a bias. I also agree that this will make it harder for mafia to win based off an inactive town, but honestly, I think it's a good idea. Inactivity is a really bad thing for town, and it's been getting worse. Eliminating this strategy for mafia is a good thing for the game in general. | ||
Pandain
United States12979 Posts
This is actually going to become quite interesting. I think the main effect will be upon town: Analyzing will be much harder. Part of what makes analyzing become easier is to know exactly who is who, and therefore how others react to that person(eg... if ver is mafia, and i save a bandwagon from him, im likely mafia). I'm afraid with analysis weakened, town is going to eventually rely purely on clues for the most part. Since they're really the only thing which can be "trusted"(as mafia can weave a story about whos town and whos mafia, and no one will find out), I think either analysis will have to be very strong and convincing, or gone almost at all. | ||
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