In post 438, Ame wrote:So I think I came up with a game-breaking Train Cop strategy.
No Capture Version
7 players go on the quest
We decided publically who will be the leader. The leader is free to use any action they choose.
The other 6 questers Train
Each of the 6 non-questers is assigned to Train cop one of the (non-leader) questers.
Capture Version
7 players go on the quest including the captured player.
The leader is decided publically and is free to use any action they choose.
The other 5 questers Train
Each of the 6 non-questers is assigned to Train cop the 6 non-captured questers including the leader. (Alternatively one of the questers remains unassigned)
In this way, mafia can't join the quest without being forced to Train! So at least one mafia will have to remain outside of the quest in order to do the kill. And the others inside the quest will not be able to use their abilities! So mafia has to decide to either A) be a part of the quest or B) use their abilities.
In post 443, Ame wrote:Like even if they aren't assigned to their partner, they can still use their ability and simply say that the person they were assigned to trained.In post 441, Ame wrote:Indeed, but that's not the primary goal. The primary goal is forcing mafia to have to either use their ability/kill OR be inside the quest, not both.In post 439, Pink Ball wrote:What if mafia is assigned to train cop the mafia inside the quest so they're free to do what they want
In post 444, Ame wrote:Oh I see, we can't account for that, but it's less likely than is that they'll be assigned to their partner.
It sounds nice, however there are several potential problems with itIn post 449, Ame wrote:What I like about this is that if there is a kill, we know ~100% that it was one of the people outside of the quest that did it. (~accept for the potential of mafia being assigned to their partner)
1) If the 3 scum decide to join the quest, they will have lylo-equivalent voting power for the leader, making it more likely for the leader to be mafia, resulting in a catastrophical failure because they would get xp, gift, and free reins on the kill. The kill part is solved in the captured version, since the captured player cannot strongman (which i assume it would bypass the roleblock by capture?) today for a lack of xp. I also assume that mafia do not start with more than 1 xp. I'm not sure how much i would place my faith in
2) Any mafia outside of the quest can kill freely and claim that the player assigned to them trained, even if town. There is no valid way to be sure all mafia are placed on the quest, so how do we know what happened? This is also not considering the possibility that mafia outside is assigned to check mafia inside, which would be a really bad result to trust later on.
I think the risk for disaster is too high compared to the benefit. Effort put into mechbreaking the setup is still town points to me though - i don't think scum would try that much to validate a train cop strategy
-Farkran