Okay, that's interesting. Before the game started, I was thinking that each town would try and push scum out and pull townies in, sort of a tug of war. The teleporter works kind of like a vig that way. I'm not sure giving that up is worth what we get for it - forcing the mafia kill to be random every other night and get a confirmed townie every other day doesn't seem that strong in comparison.
Unless I'm misreading, the teleporter has to maintain a 2:1 push:pull ratio. So you couldn't actually pull and then pull again; you'd have to pull, push, push, pull at minimum, I think. It's kind of ambiguous, though, they "must pull once for every two teleports" but later it talking about maintaining a ratio..
, does that mean they have to maintain the ratio, or that the number of teleports cannot exceed twice the number of pulls + 2? Are unsuccessful actions counted in that?
DeathRowKitty wrote:Well, that would require having a good idea of someone who's mafia, in which case we should be lynching that person instead of teleporting.
Actually, the best way to use the teleport is probably as a directed vig. That is, use it as a second lynch. The teleporter should probably just push out whoever gets the second highest number of votes when we lynch, or something. I'm not sure what we do about pulling.
I think Jack's point is quite interesting. While there's 3 of a mafia group alive, they'd probably kill in the universe where they had 2 members if they were split (unless they thought they'd be teleported out soon). If there were only two mafia alive, though, they might switch if they had better chances over there. So if we either teleported one and lynched one, or teleported two, we might not get a nightkill here, which would be a big win. That's if the other town don't send us any wee beasties, of course.
Also it's Teleportation Mafia. I kind of signed up for some teleportation antics :V
Succinctness is pro-town.
Passion is inversely proportional to the amount of real information available. ~ Gregory Benford