Mini 14 ~ Mafia Holographica (Game Over!)


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Post Post #150 (ISO) » Sat Jan 15, 2011 3:36 pm

Post by chesskid3 »

Disagree horribly.
Scum get a kill every ~7 days was it based on the sample role pm
that's a really short time
plus at the end
at like lylo
scum will just turn on town
so it's a bad idea
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Post Post #151 (ISO) » Sat Jan 15, 2011 3:38 pm

Post by chesskid3 »

CKD was a great shot.
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Post Post #152 (ISO) » Sat Jan 15, 2011 3:41 pm

Post by TheButtonmen »

chesskid3 wrote:Disagree horribly.
Scum get a kill every ~7 days was it based on the sample role pm
that's a really short time
plus at the end
at like lylo
scum will just turn on town
so it's a bad idea
Awesome we already know how long the days are then and a week deadline while tight isn't unworkable.

Scum can't simply turn on the town unless they make up the majority of the players (in which case we lose anyways), if they try raising up publicly before then the game becomes at best at very best a coinflip for them as they are outgunned.
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Post Post #153 (ISO) » Sat Jan 15, 2011 3:42 pm

Post by Gammagooey »

@TBM-
A I will help with if this doesn't stop

B-C2 I doubt will actually be happening, but I would be in favor of requiring at least one other person to support your shot before you start chasing someone down- I'm fully expecting that if everyone just does whatever the hell they think is best town will lose from townvstown tunneling and OMGUS shootouts.

If you want to keep track of pseudo-votes you can go for it but I'm not expecting it to be followed rigidly.
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Post Post #154 (ISO) » Sat Jan 15, 2011 3:42 pm

Post by Plum »

We
could
do an execute twice per cycle, but given the sample scum PM, I'm betting on 7 days/Mafia Day (if we get lucky and someone has extra HP and doesn't get offed by scum when they shoot, that's good . . . which is a reason to give TBM's idea some weight; no extra hits in between 'lynches' will increase odds of this happening, because someone with extra base hitpoints but lost hitpoints will still die by Mafia kill &c. - or wait, is that "damage equal to the average of all living players' HP (rounded down)" their base/Max HP or their current total?) . . .

- Gamma's position helps in that
if
Gamma is scum we can adjust ratios of scum per region/max scum in a region/&c. if we model 'no two scum in one starting region'.
gammagooey wrote:If you want to go into ridiculous square WIFOM then yeah there's pretty good odds in 1+ scum in the northwest. Aside from that I wouldn't be surprised if there were 2 scum in the northwest- if Fate's scum and thought of SQUARE WIFOMZ then I wouldn't put it past him to put every member of his team in one place, but aside from that possibility I'd say no more than 2 scum in the NW.
It's not ridiculous WIFOM any more than speculating that scum didn't choose the same numbers in the PYP drafts (bit of an oversimlification of both that game and this one, but given that some abilities deal damage to entire regions, and that spreading over the grid will give them more Factional kill options, and other things, they may well have had interest in choosing to be in different squares, and we may actually have only one scum in the top left corner, and if so . . .)
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Post Post #155 (ISO) » Sat Jan 15, 2011 3:50 pm

Post by TheButtonmen »

Alrighty now that I've read the sample PM I somehow missed I have a question for the mod.

@Vi:
Do all players start with the same hp?

If the answer is yes then taking random pot shots is decidedly antitown as at the moment every player with a shield is a one shot BP.

Secondly later on in the game I think the fact that the scum kill is a linear ability is going to be very relevant so keep it in mind eh?
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Post Post #156 (ISO) » Sat Jan 15, 2011 3:53 pm

Post by Gammagooey »

Scum had a definite benefit in not choosing the same number in PYP drafts- In this the benefit is only theoretical AND pretty much relies on the scum planning for stupid townies- if I was scum and thought about pre-game placement I would just tell everyone to keep whatever placement they chose on their own to avoid being caught by this type of guesswork and because it would be optimal play assuming intelligent townies, and if you assume less than intelligent townies then your job just got a hell of a lot easier anyway.

I WILL give that it is better than going off nothing, but there absolutely should not be shots going off from that alone.

For group executions we should murder at least one person a week- if we can do it intelligently more than that is fine, but everyone spreading out their shots is just going to make it easier for scum to focus fire people down near or at endgame.

@TBM- I had a different amount of hp than the town sample PM in the demo so I doubt it.
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Post Post #157 (ISO) » Sat Jan 15, 2011 3:59 pm

Post by Vi »

TheButtonmen wrote:
@Vi:
Do all players start with the same hp?
No comment.
Everything you say and do matters. People will respond in ways you may never see. May those responses be what you intend.
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Post Post #158 (ISO) » Sat Jan 15, 2011 3:59 pm

Post by Plum »

TBM - Yeah, but Shields can only take a certain [unspecified in the sample Town PM Shield ability] amount of damage (possibly variable???) and have to be oriented towards the direction/region/player in question - which means that clever scum can probably bypass it.
Gammagooey wrote:@TBM- I had a different amount of hp than the town sample PM in the demo so I doubt it.
So did I, but it's probable that it was partly related to keeping us alive long enough during the Demo period?

I propose we list our Demo-stage HP now. I don't see that it can hurt, and it
may
give us insight - though in any case if there's an average HP it's either true that Townies can have variable base/Max HP
or
that it's average remaining HP.

I had 15 HP in my Demo role.
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Post Post #159 (ISO) » Sat Jan 15, 2011 4:01 pm

Post by Gammagooey »

Plum wrote:
I had 15 HP in my Demo role.
Same
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Post Post #160 (ISO) » Sat Jan 15, 2011 4:02 pm

Post by Plum »

Ah, my suspicions may be correct; that said it can't hurt to see people speak up about this. If you had more or fewer HP than 15 in the Demo, maybe give a shout.
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Post Post #161 (ISO) » Sat Jan 15, 2011 4:03 pm

Post by TheButtonmen »

I also had 15 in the demo.

I'm thinking it might be worth one of us saying our current hp.
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Post Post #162 (ISO) » Sat Jan 15, 2011 4:04 pm

Post by Gammagooey »

TBM no offense but I would bet some pretty solid cash money that you have 10 hp for asking Vi in the first place.
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Post Post #163 (ISO) » Sat Jan 15, 2011 4:06 pm

Post by TheButtonmen »

Yes.
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Post Post #164 (ISO) » Sat Jan 15, 2011 4:12 pm

Post by TheButtonmen »

Plum wrote:TBM - Yeah, but Shields can only take a certain [unspecified in the sample Town PM Shield ability] amount of damage (possibly variable???) and have to be oriented towards the direction/region/player in question - which means that clever scum can probably bypass it.
There are shields that effect all incoming damage.
Gammagooey wrote:TBM no offense but I would bet some pretty solid cash money that you have 10 hp for asking Vi in the first place.
I know it's pretty much implied but can you confirm you also have 10?
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Post Post #165 (ISO) » Sat Jan 15, 2011 4:13 pm

Post by Gammagooey »

Yeah might as well.
I have 10.
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Post Post #166 (ISO) » Sat Jan 15, 2011 4:16 pm

Post by Plum »

Headdesk
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Post Post #167 (ISO) » Sat Jan 15, 2011 4:18 pm

Post by Gammagooey »

If you really think establishing the default hp is worse than Furc and chess's early shots then I have nothing but sighs for you today Plum.
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Post Post #168 (ISO) » Sat Jan 15, 2011 4:24 pm

Post by TheButtonmen »

Plum wrote:
Headdesk
I get where your coming from as normally I'd be against this IIoA and putting so many cards on the table at the start as it let's scum plan out their actions that much more accurately but with a setup this complex town absolutely get organized by any means necessary.

@Everyone else:
Please include your thoughts on banning nonapproved shooting, the creation of a lynch cycle and your willingness to assist in the execution of any players who violate any rules we should decide on.
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Post Post #169 (ISO) » Sat Jan 15, 2011 4:26 pm

Post by Plum »

I'm for it I think but I'd rather do cycles faster than the Mafia kill recharges.
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Post Post #170 (ISO) » Sat Jan 15, 2011 5:40 pm

Post by chesskid3 »

Banning nonapproved shooting is bad though, because mafia buddies aren't going to shoot each other.
So we can clear people on flips too :/
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Post Post #171 (ISO) » Sat Jan 15, 2011 5:44 pm

Post by Plum »

chesskid3 wrote:Banning nonapproved shooting is bad though, because mafia buddies aren't going to shoot each other.
Hmmmm. But there
would
be a WIFOM factor, I think - given various shields and healing modules, it might be harder to clear on flip than you'd think . . .

I'm still stuck thinking that fairly rigid organization is about the only thing that's going to keep this from turning into the sort of chaos the scum will be able to walk all over.
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Post Post #172 (ISO) » Sat Jan 15, 2011 5:45 pm

Post by chesskid3 »

if they want to create wifom
they have to shoot each other.

Ok let's put it this way.
I think based on the initial setup CKD has ~ 50% shot of being scum, and killing him will also almost 100% clear me if he flips scum.
Therefore I'm going to hunt him down and kill him.
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Post Post #173 (ISO) » Sat Jan 15, 2011 5:45 pm

Post by chesskid3 »

So no, I am not interested in any sort of hurr durr lynch and masskill people.
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Post Post #174 (ISO) » Sat Jan 15, 2011 5:53 pm

Post by Gammagooey »

Chess I swear.

You look fairly town right now but you continuing to shoot almost at random is a terrible, terrible idea.

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