Posted: Sat Jun 19, 2021 1:05 am
Just don't say how much you spend.
As soon as scum know who has spent their money it can influence the kill.
As soon as scum know who has spent their money it can influence the kill.
that queston wasnt ment for you so scum points for you for helping.In post 176, imaginality wrote:Not much if you win your D1 bid, of course, but you get your money back if you're outbid.
If we get all four powers we still have six town players who can bid 400+ for other stuff D2.
I wouldn't recommend this for any mix of powers on D1, but in this case I think it's worth making sure we make these all pricey if scum want to outbid us, and this approach is the best I can see for ensuring we do that.
P-edit: yes, D2 it would not be smart to reveal who does/doesn't have money left.
Also that's why we should all bid 400+ on a random item today, as per my suggested approach, then scum can't gain any advantage by who they kill (beyond the usual factors).
my bad it was ment for you lol.In post 177, cyrus62 wrote:that queston wasnt ment for you so scum points for you for helping.In post 176, imaginality wrote:Not much if you win your D1 bid, of course, but you get your money back if you're outbid.
If we get all four powers we still have six town players who can bid 400+ for other stuff D2.
I wouldn't recommend this for any mix of powers on D1, but in this case I think it's worth making sure we make these all pricey if scum want to outbid us, and this approach is the best I can see for ensuring we do that.
P-edit: yes, D2 it would not be smart to reveal who does/doesn't have money left.
Also that's why we should all bid 400+ on a random item today, as per my suggested approach, then scum can't gain any advantage by who they kill (beyond the usual factors).
Numerically a good approach on days when all the powers are strong but hitman does not warrant 400 for a takeaway if the winning townie will live the day. This reminds me, under no circumstances (except extenuating deadline ones) should we hammer before claims in this game, even D1, as if a townie is going to be misexecuted, and they feel certain of it, they can potentially spend 500 on a scum role (today that is hitman) before they are hammered if they have not bid on anything yet.In post 173, imaginality wrote:On the powers: these all seem like pretty good powers for us to have or to keep out of scum hands. We can't block them since they have more cash. I think the best way to make sure they pay enough for them is if we all bid for exactly 1, bidding at least 401 for it, but randomly choosing which one to bid for (as in flip a coin twice, or use a 1-4 RNG). With 10 town players, that means there'd be a (3/4)^10 = 6% chance that no one bid for a particular power. So scum won't get any easy picks - if they want one they'll have to bid at least 402 for it, meaning we can outbid that player in future days.
I think that approach makes more sense than bidding for the one we individually decide is most important which could leave others 'easy pickings' for scum.
For 21 posts I haven't seen more than maybe 2 reads?In post 172, Flea The Magician wrote:Actually I think 7 pages in we've got a pretty solid gamestate. Reads are being developed, and we've got equal amounts of generic vs mechanical discussion going.
Were you ~intending~ to accrue suspicion from the posts Marci proposed?In post 158, Distance wrote:gj youre townIn post 136, marcistar wrote:i think flea the magicians town, i would want to vote them as market owner but 52 seems like they wouldn't be confident enough with that ability.
i dont like distance and mistyx so far, but i dont really have anything i can put into words on them yet. i think for distance what stands out is 76 77 78..? not sure why but those feel weird
im a bit wary of ssbm_kyouko (for like no reason other then paranoia) but 108 makes them feel more likely to be town.
i wanted to have feelings on gamma emerald, but i dont really have anything for them sadly ;-; 109 is something ill keep in mind tho
so i think ssbm_kyouko is who i would currently consider best as market owner, but im unsure
VOTE: distance
Why did you decide to include Hitman amongst the roles we should roll for?In post 173, imaginality wrote:On the powers: these all seem like pretty good powers for us to have or to keep out of scum hands. We can't block them since they have more cash. I think the best way to make sure they pay enough for them is if we all bid for exactly 1, bidding at least 401 for it, but randomly choosing which one to bid for (as in flip a coin twice, or use a 1-4 RNG). With 10 town players, that means there'd be a (3/4)^10 = 6% chance that no one bid for a particular power. So scum won't get any easy picks - if they want one they'll have to bid at least 402 for it, meaning we can outbid that player in future days.
I think that approach makes more sense than bidding for the one we individually decide is most important which could leave others 'easy pickings' for scum.
I've been on a bit of a high from how MO is going and thinking about the setup strategy but game is kinda stagnant otherwise actually and the pink cloud is fading. Got any juicy scumreads? (I don't think MO candidates should discuss TRs today as it may influence scum to vote an MO that could be more likely to designate a scum replacement)In post 172, Flea The Magician wrote:Actually I think 7 pages in we've got a pretty solid gamestate. Reads are being developed, and we've got equal amounts of generic vs mechanical discussion going.
Marci, what part of 108 made me feel more likely town? Meant to ask this before bed but forgot. The post was split into two parts I considered separating into a double post and ofc someone replies and I can't tell which part they're addressing :/In post 136, marcistar wrote:i think flea the magicians town, i would want to vote them as market owner but 52 seems like they wouldn't be confident enough with that ability.
i dont like distance and mistyx so far, but i dont really have anything i can put into words on them yet. i think for distance what stands out is 76 77 78..? not sure why but those feel weird
im a bit wary of ssbm_kyouko (for like no reason other then paranoia)but 108 makes them feel more likely to be town.
i wanted to have feelings on gamma emerald, but i dont really have anything for them sadly ;-; 109 is something ill keep in mind tho
so i think ssbm_kyouko is who i would currently consider best as market owner, but im unsure
VOTE: distance
i was thinking any one could use any role was hoping if i got hitman i could take out scum.In post 182, ssbm_Kyouko wrote:Why did you decide to include Hitman amongst the roles we should roll for?In post 173, imaginality wrote:On the powers: these all seem like pretty good powers for us to have or to keep out of scum hands. We can't block them since they have more cash. I think the best way to make sure they pay enough for them is if we all bid for exactly 1, bidding at least 401 for it, but randomly choosing which one to bid for (as in flip a coin twice, or use a 1-4 RNG). With 10 town players, that means there'd be a (3/4)^10 = 6% chance that no one bid for a particular power. So scum won't get any easy picks - if they want one they'll have to bid at least 402 for it, meaning we can outbid that player in future days.
I think that approach makes more sense than bidding for the one we individually decide is most important which could leave others 'easy pickings' for scum.I've been on a bit of a high from how MO is going and thinking about the setup strategy but game is kinda stagnant otherwise actually and the pink cloud is fading. Got any juicy scumreads? (I don't think MO candidates should discuss TRs today as it may influence scum to vote an MO that could be more likely to designate a scum replacement)In post 172, Flea The Magician wrote:Actually I think 7 pages in we've got a pretty solid gamestate. Reads are being developed, and we've got equal amounts of generic vs mechanical discussion going.Marci, what part of 108 made me feel more likely town? Meant to ask this before bed but forgot. The post was split into two parts I considered separating into a double post and ofc someone replies and I can't tell which part they're addressing :/In post 136, marcistar wrote:i think flea the magicians town, i would want to vote them as market owner but 52 seems like they wouldn't be confident enough with that ability.
i dont like distance and mistyx so far, but i dont really have anything i can put into words on them yet. i think for distance what stands out is 76 77 78..? not sure why but those feel weird
im a bit wary of ssbm_kyouko (for like no reason other then paranoia)but 108 makes them feel more likely to be town.
i wanted to have feelings on gamma emerald, but i dont really have anything for them sadly ;-; 109 is something ill keep in mind tho
so i think ssbm_kyouko is who i would currently consider best as market owner, but im unsure
VOTE: distance
Because it's a potentially powerful role for scum in later days, lets them override any protective powers we may have. We shouldn't cough it up for free or low cost.In post 182, ssbm_Kyouko wrote:Why did you decide to include Hitman amongst the roles we should roll for?In post 173, imaginality wrote:On the powers: these all seem like pretty good powers for us to have or to keep out of scum hands. We can't block them since they have more cash. I think the best way to make sure they pay enough for them is if we all bid for exactly 1, bidding at least 401 for it, but randomly choosing which one to bid for (as in flip a coin twice, or use a 1-4 RNG). With 10 town players, that means there'd be a (3/4)^10 = 6% chance that no one bid for a particular power. So scum won't get any easy picks - if they want one they'll have to bid at least 402 for it, meaning we can outbid that player in future days.
I think that approach makes more sense than bidding for the one we individually decide is most important which could leave others 'easy pickings' for scum.
Two things:In post 179, ssbm_Kyouko wrote:Numerically a good approach on days when all the powers are strong but hitman does not warrant 400 for a takeaway if the winning townie will live the day. This reminds me, under no circumstances (except extenuating deadline ones) should we hammer before claims in this game, even D1, as if a townie is going to be misexecuted, and they feel certain of it, they can potentially spend 500 on a scum role (today that is hitman) before they are hammered if they have not bid on anything yet.In post 173, imaginality wrote:On the powers: these all seem like pretty good powers for us to have or to keep out of scum hands. We can't block them since they have more cash. I think the best way to make sure they pay enough for them is if we all bid for exactly 1, bidding at least 401 for it, but randomly choosing which one to bid for (as in flip a coin twice, or use a 1-4 RNG). With 10 town players, that means there'd be a (3/4)^10 = 6% chance that no one bid for a particular power. So scum won't get any easy picks - if they want one they'll have to bid at least 402 for it, meaning we can outbid that player in future days.
I think that approach makes more sense than bidding for the one we individually decide is most important which could leave others 'easy pickings' for scum.
It's also worth pointing out that based on the midday flip it appears that a single townie already bid their 500 dogebux by evenly spreading them amongst the 4 roles so our probability here is likely 8% rather than 6%, and that's only if all town follow the strat.
i wonder who that was.In post 187, imaginality wrote:Two things:In post 179, ssbm_Kyouko wrote:Numerically a good approach on days when all the powers are strong but hitman does not warrant 400 for a takeaway if the winning townie will live the day. This reminds me, under no circumstances (except extenuating deadline ones) should we hammer before claims in this game, even D1, as if a townie is going to be misexecuted, and they feel certain of it, they can potentially spend 500 on a scum role (today that is hitman) before they are hammered if they have not bid on anything yet.In post 173, imaginality wrote:On the powers: these all seem like pretty good powers for us to have or to keep out of scum hands. We can't block them since they have more cash. I think the best way to make sure they pay enough for them is if we all bid for exactly 1, bidding at least 401 for it, but randomly choosing which one to bid for (as in flip a coin twice, or use a 1-4 RNG). With 10 town players, that means there'd be a (3/4)^10 = 6% chance that no one bid for a particular power. So scum won't get any easy picks - if they want one they'll have to bid at least 402 for it, meaning we can outbid that player in future days.
I think that approach makes more sense than bidding for the one we individually decide is most important which could leave others 'easy pickings' for scum.
It's also worth pointing out that based on the midday flip it appears that a single townie already bid their 500 dogebux by evenly spreading them amongst the 4 roles so our probability here is likely 8% rather than 6%, and that's only if all town follow the strat.
First, the risk with designating a scum role as 'for the person who's about to be convicted to bid on' is:
- other townies don't bid on it, the convicted person gets quick-hammered, and scum get the role for cheap
- other townies don't bid on it, the convicted person is scum, and other scum get the role for cheap
Second, I agree it's reasonable to assume it was a single person who bid 125 on all four roles... but why do you assume they must be townie?
First:In post 187, imaginality wrote:Two things:In post 179, ssbm_Kyouko wrote:Numerically a good approach on days when all the powers are strong but hitman does not warrant 400 for a takeaway if the winning townie will live the day. This reminds me, under no circumstances (except extenuating deadline ones) should we hammer before claims in this game, even D1, as if a townie is going to be misexecuted, and they feel certain of it, they can potentially spend 500 on a scum role (today that is hitman) before they are hammered if they have not bid on anything yet.In post 173, imaginality wrote:On the powers: these all seem like pretty good powers for us to have or to keep out of scum hands. We can't block them since they have more cash. I think the best way to make sure they pay enough for them is if we all bid for exactly 1, bidding at least 401 for it, but randomly choosing which one to bid for (as in flip a coin twice, or use a 1-4 RNG). With 10 town players, that means there'd be a (3/4)^10 = 6% chance that no one bid for a particular power. So scum won't get any easy picks - if they want one they'll have to bid at least 402 for it, meaning we can outbid that player in future days.
I think that approach makes more sense than bidding for the one we individually decide is most important which could leave others 'easy pickings' for scum.
It's also worth pointing out that based on the midday flip it appears that a single townie already bid their 500 dogebux by evenly spreading them amongst the 4 roles so our probability here is likely 8% rather than 6%, and that's only if all town follow the strat.
First, the risk with designating a scum role as 'for the person who's about to be convicted to bid on' is:
- other townies don't bid on it, the convicted person gets quick-hammered, and scum get the role for cheap
- other townies don't bid on it, the convicted person is scum, and other scum get the role for cheap
Second, I agree it's reasonable to assume it was a single person who bid 125 on all four roles... but why do you assume they must be townie?
Btw "downplaying hitman" is echoing VFP in a not-so-transparent attempt to turn him on me as I voted him earlierIn post 191, imaginality wrote:Acutally, I'm going to follow up and VOTE: ssbm_Kyouko for post #179. Between that possible scum slip, and the downplaying of hitman... on which note, also if ssbm_Kyouko expects MO to draw the NK (per post #31) why didn't he suggest MO bid for scum powers like hitman instead of no-bid? I feel like he's scum hoping to pick up hitman for cheap.
And HEAL: imaginality