chkflip wrote:
For example, lets go with the assumption that we're to use the plan of protecting the person below us on the player list. OH, LOOK AT THAT, the person below X died, that must mean they're one of the freak-accident doctors OR scum. That's on top of the quack doctor. The only 100% fool-proof tell is if the doctor that dies protecting a mafia goon dies... but even that could be WIFOM'd by the mafia since we won't be getting sanities from the flips. Broken down enough?
If the person below X died, we know X can't be a "real" (normal, weak or paranoid) doctor. I'd say this is pretty valuable information.
HellloooNewman wrote:
It makes sense to me. Think of it this way. Say, the scum want to frame somebody (say Player A) as the Quack Doctor. They know that Player A is targeting Player B. They kill Player B. The chances are in their favor that they will kill someone that was NOT targeted by the real Quack Doc (simple probability).
Player B dies from the scum kill, and Player C dies from the REAL Quack Doc. Through speculation, they push their agenda that Player A MUST be the Quack Doc, and Player C MUST have been the scum kill (when it is in fact the opposite).
Why should we be stupid enough to believe this?
The next night, Player A thinks he is the Quack Doc (which he is not) and he doesn't use his protect (thereby making scum kills easier). And whoever targeted Player C doesn't realize that they are the real Quack Doc, so he protects again, leading to a kill.
No, both Player A and Player C's protector (I'll call them D) know they are not real doctors, so they are going to target a suspected scum player.
HellloooNewman wrote:True, but think about this. If the scenario I spelled out were to happen, the scum would know who the QD is and exploit that fact. Without the claims, they won't have extra intel over us.
And we won't have ANY information about ourselves.
I think that is what it boils down to. Going through with the hypo doc stuff gives the scum way more information than it gives the town.
Everything gives scum more information than town. Scum has an information advantage right from the beginning, which they can use to deduce even more as the game progresses.
HellloooNewman wrote:Scum will know our quack. They know who they killed. They would know who targeted them (via the hypo docing). So, if that person died, they would know that theCPR docweak doc is dead. Hence, another death would be the Quack.
And how are they going to use this information to their advantage, except by not killing him (which they aren't going to do anyway with a player that might be a quack)? It can't be used in day game as it would make the player confirmed scum immediately.
tl;dr: Hypodoc'ing is the way.
Moratorium wrote:
Basically, this is posing a question: which is stronger? 7 varied flavors of Doctor, or 7 Vanilla townies? Looking at the 7 doctor roles, there's a possibility of 0-4 kills, and a possibility of 0-4 saves. Does that make them equal to 7 vanilla, with the 7 vanilla being less of a knife's edge strategy than 7 doctors?
If we would play mountainous, we lose 1 townie for sure. Assuming no lynch, circle hypodoc'ing, a random distribution of roles and a random night kill, we lose 2.08201058 townies and 0.565665155 scum on average, and gain a lot of information which will help us later. No risk, no fun.