In post 1129, Radical Rat wrote:This is great if it works, but my problem is the only way we get definite information is if the result is innocent. But in that case, scum benefits more than we do anyway because it's removing 3-5 names from their pool of TD candidates. A list that is already down to either 12 if NK is Town, 13 if he's not. Right now we have an opportunity that is unlikely to present itself again. An unconfirmed player outside of the potential TD list, who is in danger of being executed. A clear result on NK and NK alone provides scum with 0 new information, AND saves us a misclown. A guilTea result gives us a guaranTead scum kill, and still gives no new information to scum.
For the remaining checks we can do the small group method, but this particular check should be specific.
I want to scream.
Ultimately, we are going to have to remove names from the pool of TD candidates anyway
. We could do this one at a time, checking one player and investigating 1, over and over until we win or time runs out. This ensures we give as little information to the smugglers as possible. It also gives
us
the fewest chances at a correct hit. If you were to, instead, take 3 of the players you were going to eliminate/investigate over the next few days and check them now, you get a result on them. If it has tea, you know you were right, and you can eliminate from that group of players
like you were going to do anyway
. If it does not have tea
you save yourself several days' worth of wasted eliminations and can start over
.
Doing a group of players on day 1 is the absolute best time to do it because then you can re-check those players on subsequent days. This gives us more information. Checking NK15 alone is low information and antitown.