switch, that way we can lock them of in there using the door controller and if anything happens we get confirmed mafia (The people in
tipping point
switch), if nothing happens then no harm no foul.
I don't even know where you brought up the tipping point from we were discussing the switch previously. The tipping room does need to be locked of though to prevent mafia moving there from the campfire. Saying that the potion room can be abused by mafia incredibly stupid, it can also be highly beneficial for town and that's why we would stick our town-reads in there.
, that way we can lock them of in there using the door controller and if anything happens we get confirmed mafia (The people in tipping point), if nothing happens then no harm no foul.
Door switcher can just go through and sit in the door room for eternity until scum shoot them and we elect a replacement.
I think we should double move somebody in that direction, or maybe even 2 people (one from the villa people), because setting doors is seriously useful if I understand it correctly.
And pre-claiming moves gives us a zillion more moves because we can move each other and organize a set of moves that gets people into the places we want them (move checker & security room and door switcher, etc). I think it will just be plain hard to organize that without public moveclaiming. We can use redundancy (moving multiple people in the same direction) to reduce scum capacity to interfere with our plans.
I feel like the main thing we have to fear from scum is them trying to prevent us from using the best rooms and them saving chips for stuff like firing the tipping point room or dumping
people into the ragetorium for quicklynches.
@LLD that was actually a typo. It should be 'ooh you called me scum for calling you town so you're more town now.'
LLD, I know he's town, I have a strong town-read on him I'm just trying to show him how he's wrong about the potion room ect. We gain and attain information from people being in these places, the benefits surpass the negatives and furthermore the negatives are minimalized via control of the door switch.
Mod- is a triple move possible? Ex: 1 insured move to the rageatrium, then 3 regular moves to the secluded villa, then 1 to the door control? This is what i think would happen: the insured move goes through, That player goes to the rageatorium, then it is 75% chance the player will move to the villa, then the extra villa moves all are cancelled out, then the player will move to door control. Does this work the way i think it does?
[/b]MOD- Assuming that these 5 moves are all made by different players, the insured move will cost 2 chits, and the regular moves will cost 1 chit, correct? Thanks![/b]
Mod- is a triple move possible? Ex: 1 insured move to the rageatrium, then 3 regular moves to the secluded villa, then 1 to the door control? This is what i think would happen: the insured move goes through, That player goes to the rageatorium, then it is 75% chance the player will move to the villa, then the extra villa moves all are cancelled out, then the player will move to door control. Does this work the way i think it does?
This would require different players (remember, multiple moves in one round are charged double), but yes, it's possible, though there's a very high chance it won't work. Consider the possibilities:
1. Move to the rageatorium goes through if no other conflicting moves. Then there's a chance the 1 move to the door control goes through first, which is invalid. then one of the moves to the SV goes through. Then the next goes through but already there. etc.
2. Move to rage. Then one of the moves to the SV goes through. Then the move to the DC goes through. Then the move to the SV goes through, still valid. This ends up with a player in the SV instead of the DC.
As you can see, there's actually only a 25% chance in the scenario above that you'd end up with the player in the DC as it would need to be the last move in order to work.
Hm. So we'll have to play the odds here. 50-50 odds would be best, but oh so easy to distrupt. (We get 50-50 odds with 1 of each move, the first of which is insured. )
@LLD: I've watched a scumbuddy do that and it felt kind of similar to the way you did.
I've also done it myself actually and remember feelings that made me react similarly when confronted by 'why do you think I'm town.'
It's not RAWR SCUMBAG EXTREEME TELL because I think I may also have seen town doing it but it is worth a few scumpoints.
So far:
Door Switcher: Maruchan (who I also slightly like as town for volunteering)
Villa/RAGE team 1: Nautilus/Reck/Fate
Villa/RAGE team 2: LB/Hito/Andy
REMAINING:
Town: (I'd be happy to start sending these people toward the security/movechecker rooms)
Klazam
Regfan
Scum:
LLD
Other people
In my experience, aside from kills most town power roles provide a bigger boost than most scum power roles.
Which leans me a bit toward having some people go into the potion room.
Though part of that is the named-role-aspect which would be irrelevant...
And I guess movement related power roles could be stronger for scum. Hrmph.
Im deciding whether I should confirm myself as town at the door control or move to the panic room.
Depends on whether scum want to buddy me or lynch me this game WELL HOWS BOUT IT GUIZ?
hmmmm skimskimskimskimskim do we know if scum have a nightkill? it probs would be somethin like "KILL SOMEONE U IZ IN DA ROOM WIT" but that seems dumb.
The next 3 pages wont be all setup discussion walls will they >_>
Fate is absurdly beautiful. 運命に弄ばれる
"Fate you keep alternating between narratives of doing it for fun and doing it for the sake of winning"