kimbyrle wrote:Well the ideas I tossed out just above wouldn't have him getting false data, just incomplete data.
So I meant the idea that MIB could be told about a pass, but not told about a re-direct, so he has a false idea of where the Maze is due to incomplete information. So he never really "knows" anything for sure. It's a further wrinkle that robs his IR of credibility when it's already been fairly gimped from where it used to be.
kim wrote:Each night MIB targets someone. If that person has The Maze, he'll learn who passed it to them, and if it was redirected along the way, though he would not learn who the original target was in that case. He will not learn anything about where it's being passed to next, so he can't just lock on and follow it indefinitely.
That's always useful info, and if there was a redirect he'll know that the standard pass rules may not apply.
I think this works mechanically. But I do think it's perhaps a pretty weak role, if I understand the rules correctly. Unless the town agrees on a reveal policy for somehow gets around the Black Hats' block, and right now I don't see how they could, the MIB is taking shots in the dark at who to target. This isn't like investigating for alignment, or even blocking, where an astute player could limit the pool of legitimate targets for the IR down to just a few. Townies probably want to pass to who they perceive as strong townies, but there are also scum passes in play and, potentially, straight-up random passes. And even strong townies can disagree on where the strongest townreads are. So it's not all that likely that the MIB is going to get more than a couple of successful targets all game, right?
And then if he does guess correctly, his takeaway is. . . these two people can't both be scum together. That's not even a dipole, because it could be scum/town, town/scum, or town/town. Tossing it around in my braincase, you'd need A LOT of these "not both scum" pairings to generate actionable data that's going to be worth spending attention on this instead of just behavioral reads or even wagonomics. And you're probably just gonna get like two this way. (I guess if you're lucky enough to see shadowface pass to somebody, and then shadowface flips scum, you have a mechanical townclear, but that seems like an edge case.)
Am I missing something obvious?
kim wrote:That gets him the same info as White Hat / Black Hat, so why choose one or the other? I like it as a flavor thing, but mechanically it would be cool if it actually had different functions.
So how about: when he's a Black Hat, IF he finds The Maze, the scum team automatically get a message from him telling them its location. It relies on him finding it, and he can't tell them who had it previously, only where it is.
So if he targets correctly, the Black Hats know not to shoot at the protected target? Again, juice doesn't seem all that worth the squeeze. They already had a really good chance of not shooting at the protected target, at least in the early to mid game.
kim wrote:When he's a White Hat, he has to pick someone, so it's not guaranteed that a townie will receive the message. But in those messages he can tell them any data he's collected up to that point. That potentially gives town some serious info on which players can't be scum together.
Can you go through the expected value on how much data he'd realistically have to pass on at various points in the game? Off the top of my dome I'd think by Day 3 he'd be fairly lucky to have one pair that can't be scum together.
Did you know there’s a faceless old woman who secretly lives in your home? It’s true. She’s there now. She’s always there, just out of your sight. Always just out of your sight.