Moderators: Zoomzip, Telleo, bkbkbk, condude1, sjg11
Jordan767 wrote:Also scary for town if EOD wagons are town/town.
Not sure how your plan tells people their numbers. Also lets scum pick potentially up to 2 kills if they know everyone's action's direction plus its strength.
Jordan767 wrote:I have 2 alternatives to Telleo's plan (which I haven't evaluated fully yet...)
1. we all pair up and go one way one night and the other way the next night. Should keep anyone from dying in one night and puts them at net 0 for 2 nights. Also might end up vigging any scum who go off reservation if we have high numbered players.
2. we don't plan visits beforehand so scum can't fuck with us unless they both act together.
Thoughts?
Harb wrote:Telleo is gender-bent Chaucer from A Knight's Tale
Telleo wrote:mhsmith0 wrote:Telleo wrote:Oh right also. By revealing our numbers we give the scum a huge advantage, because they can see who is close to death and who isn't. On the other hand, if we follow this (or any plan, really), they'll already be able to figure them out. BUT, we may, over a night or two, be able to figure out a few options for what our own numbers are.
You know what? I'm starting to think this game might involve math. Everyone up to date on their game theory?
Slight possible derp clear for Telleo there unless anyone can vouch for her screwing up rules understanding as a wolf. It'd seem pretty early in the game for her to have gotten advice THAT quickly from a teammate to fake that sort of thing.
Uhhh. That wasn't a rule misunderstanding. That was just something I forgot to put in the OG plan writeup. I knew that was an effect of the plan.
mhsmith0 wrote:I'm going to refine my idea a bit.
Case 1: Town lynch D1
N1 everyone pushes the #2 wagon (the #2 wagon then pulls whoever he/she thinks is the most suspicious)
Advantages:
Town gains an effective vig shot N1 (and the N1 vig target effectively gets a vig shot as well, though it's uncertain if it would actually kill, since it depends on the numbers of the two people)
Town finds out their numbers with a pretty decent degree of accuracy (if two people other than the vig target die, then the surviving town MUST know their own numbers, if <2 such people die, then it's messier but at least a majority of the surviving town will know their own numbers since scum
Disadvantages:
Higher body count, it's conceivable that day 2 becomes MYLO if day 1 lynch AND all the night shots miss
Case 2: Scum lynch D1
Not really sure what's optimal here, but I'm somewhat inclined to go with something that limits the damage, similar to what telleo and jordan are talking about
Harb wrote:Telleo is gender-bent Chaucer from A Knight's Tale
Telleo wrote:Jordan767 wrote:I have 2 alternatives to Telleo's plan (which I haven't evaluated fully yet...)
1. we all pair up and go one way one night and the other way the next night. Should keep anyone from dying in one night and puts them at net 0 for 2 nights. Also might end up vigging any scum who go off reservation if we have high numbered players.
2. we don't plan visits beforehand so scum can't fuck with us unless they both act together.
Thoughts?
So if I understand 1 correctly, we pair up, say You and Me, Keir and Crunk, HM and MH, etc? The rules state that you cannot target the same player on consecutive nights. That prevents us from negating our first push with a followup pull. That's why we should use my plan, in which we CAN negate those effects.
I'm not a fan of #2. Gives the scum all the power to fuck with us, since there's no accountability for anyone's night actions. They don't know anyone's push/pull value, but that's not a huge hindrance to them, is it? Especially if they have relatively high values themselves?
Telleo wrote:...
So to you, the prospect of each player learning their own push/pull value is worth killing at least one additional player, possibly more? Why, exactly?
Jordan767 wrote:mhsmith0 wrote:Jordan767 wrote:addenda:
I should say that I originally meant I hadn't looked at Telleo's plan too closely but that that also applies to mine.
Also, neither hers nor my #1 account for dying players. My thought on mine is to have the odd man out visit a scumread/a wagon. Not sure how to fix hers.
Hers accounts for lynched players fairly clearly
1. Jordan767
2. Sjg11
3. dodgy56
4. Shadowfriend1
5. Happymeal
6. Telleo
7. Keirador
8. Harb
9. MHsmith0
10. Crunkus
gives you sjg visiting dodgy, dodgy visiting SF, etc, and then crunkus visits sjg. Should we lynch elsewhere (cough, cough, SF) then that's where the gap gets filled (dodgy visits mcdonalds visits lord vader etc)
But over multiple (2-3 probably) nights players near a dead player will eventually die unless the dead player and the people next to them are all very similar numbers. Which could happen but shouldn't be relied on.
Harb wrote:Telleo is gender-bent Chaucer from A Knight's Tale
Telleo wrote:Jordan767 wrote:I have 2 alternatives to Telleo's plan (which I haven't evaluated fully yet...)
1. we all pair up and go one way one night and the other way the next night. Should keep anyone from dying in one night and puts them at net 0 for 2 nights. Also might end up vigging any scum who go off reservation if we have high numbered players.
2. we don't plan visits beforehand so scum can't fuck with us unless they both act together.
Thoughts?
So if I understand 1 correctly, we pair up, say You and Me, Keir and Crunk, HM and MH, etc? The rules state that you cannot target the same player on consecutive nights. That prevents us from negating our first push with a followup pull. That's why we should use my plan, in which we CAN negate those effects.
I'm not a fan of #2. Gives the scum all the power to fuck with us, since there's no accountability for anyone's night actions. They don't know anyone's push/pull value, but that's not a huge hindrance to them, is it? Especially if they have relatively high values themselves?
mhsmith0 wrote:Telleo wrote:...
So to you, the prospect of each player learning their own push/pull value is worth killing at least one additional player, possibly more? Why, exactly?
I like town-controlled kill power. To me that's an inhererent ADVANTAGE, so while this makes you nervous, this makes me excited.
Remember how last game I told sjg he should have shot N1 and kept shooting? Same concept.
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