Akarin seems like they're an exception which interests me.
Posted: Tue Dec 01, 2020 1:59 pm
by Bell
I feel like I'm in a spiral and this is just death curse again with the same argument but perhaps a different result.
I'd ask what those points were, but it seems irrelevant since I was still picking the reasoning apart and my baseline reasoning on mechanics is poor as stated.
Suffice to say, that I don't agree with your town read for the reasoning stated, but think you're a good enough player that you'll be able to delineate his alignment later on if wrong(hopefully).
Immediately trying to get town to divulge all the information scum could possibly want, pushing NE's so they don't have to face any possible pressure, and distracting town away from actual scumhunting with our alternate win condition.
All of this is a favorable game-state for scum, not town. Town should want the locations they have to go to be secret so that scum can't plan where they're going without making reads (outside of circumstances were Town should want to team up with other Town in a hood.) Town should want scum elims for obvious reasons AND to reduce likelihood of the big scary extra kill. Town will still want regular elims for the reasons we always want regular elims. Tasks become distributable anyways when they die and we can push the public tasks to people who are widely TR'd and already going to the same location (which would be a scenario we'd actually want to have people claiming tasks.)
Thank you for coming to my TED talk. Please stop falling for scum ploys to give them a favorable gamestate.
In post 239, SirCakez wrote:I just don't think it makes sense at all
The reasons for the advantages in this plan have been stated in thread now
Said advantages were: "We can get our alternate win!" "Town doesn't have to fear the bonus NK!" among other things.
The first one would be nice, but we're in a closed setup with no idea of what scum can or cannot possibly do to Town. In Among Us, the game, Imposters could sabotage the ship in various ways. There's no reason to think that isn't the case here too.
The bonus NK is a moot point either way, and divulging our tasks here only makes it more likely to happen and to people we don't want it to.
In post 308, OutWorldER wrote:Like, I don't know how to get through to you all that hedging all of our bets on Task Completion and almost entirely ignoring traditional scumhunting is bad in a closed setup and the people who are pushing No Elim are probably scum.
Alright, let's talk.
Because quite frankly, I don't see the harm in encouraging conversation about this.
To me, I see an alternate way to win the game, and I feel like that's worth discussing. To me, I think killing is bad given said altnernate win condition.
However to you, you feel like the alternate wincon isn't worth your time.
I don't think anyone here is ignoring normal scumhunting. I think this is a great way to get the game started and to try to form reads. I'm personally a bit slow when it comes to forming reads, but either way I think this discussion is great because we get to see what alignment wants what.
So I just have a few questions.
How does leashing where everyone is going pro-scum?
Why do you think me and Pooky are doing this to not face pressure?
What is scum going to do with the information of knowing where everyone is going to go? How can they even do anything with that information if we're leashing them and forcing them to go to the room that the village wants them to go to. To my understanding, an extra kill can only happen when it's just 1 imposter and 1 villager. I understand you may be afraid of the unknown and I think its okay for you to be afraid of the unknown, but let's say their sabotage makes it so villagers are forced to go into a specific room or that they don't even have a sabotage at all. What are they going to do with that information?
1) and 3) Your essentially giving scum the ability to warlock the game without ever having to put themselves in danger.
Consider the following:
Scum gets everyones task claims and where they're going, they formulate fake task claims so they can hood themselves with people they're pocketing and who can drive the game forward. They then start letting said pockets drive the overall game narrative while they coast by.
You might call that far-fetched but experienced scum could pull it off easily.
I'd also point out that the style of leashing is incredibly inefficient for town because it does not help Town solve at all. We're better off leashing specific people who are highly SR'd. Leash high SR'd people to TR'd people and we get much better information.
2) Pushing No Elim and trying to push an alternate wincon victory, immediately, in a closed setup with no knowledge of scum utility. I don't know how you expect me to see that as anything BUT trying to discourage town from scum-hunting and get town to misuse D1.
I'm also going to respond to TGP and Alisae simulatenousy:
No.
I'm not ignoring the mechanics of the game or the alternate win condition. I think the hoods will probably be pretty valuable to us if they're used right, and once we close the deficet of information with scum we can use the Task mechanic to push scum into bad plays or put them in an unwinnable scenario.
I just do not think it is a good idea to immediately make a plan based around our alternate win-con from the get-go, on D1, when we have the least information.
Posted: Tue Dec 01, 2020 2:06 pm
by PookyTheMagicalBear
why would pocketing even matter if we're going for a task win?
Posted: Tue Dec 01, 2020 2:08 pm
by OutWorldER
One last thing before I dip out of this thread for a while because my head gets woozy when I think too hard.
The No Elim plan is also awful because it prevents PR's from forming reads and will make Town night actions awful.
PookyTheMagicalBear wrote:why would pocketing even matter if we're going for a task win?
pedit: two last things
Town PR's exist, unknown scum utility exists, people getting smart to this BS plan will exist.
Posted: Tue Dec 01, 2020 2:09 pm
by Flea The Magician
Honestly, I'd try for pairs. We know if one dies, the other is imposter.
I think we can get more done operating in pairs and getting tasks done than having larger groups.
This does assume all kills are announced, but treat it like lovers maybe? If one dies, make sure their partner is eliminated.
Best of both worlds I guess?
Posted: Tue Dec 01, 2020 2:09 pm
by PookyTheMagicalBear
every one of your complaints has to do with solving this game by killing the bad guys
im proposing we solve the game by just doing all the tasks as quickly and efficiently as possible.
Posted: Tue Dec 01, 2020 2:10 pm
by Battle Mage
outworldER obvtowning.
I'm not going in a pair. I'm not convinced I'm going in a 3.
Posted: Tue Dec 01, 2020 2:10 pm
by PookyTheMagicalBear
if there is 2 nightkills, it puts suspicion on 2 different pairs - leaving us with a 50/50
also if we are going for a task-win we want as many people alive for as long as possible.
Posted: Tue Dec 01, 2020 2:12 pm
by Titus
OMG! I just realized we're playing Clue: The Movie mafia!
I'm not going in a pair. I'm not convinced I'm going in a 3.
Fair.
In post 416, PookyTheMagicalBear wrote:if there is 2 nightkills, it puts suspicion on 2 different pairs - leaving us with a 50/50
also if we are going for a task-win we want as many people alive for as long as possible.
I got latched on imps only having the room kill not the factional kill for some reason. I blame 1am brain.
larger groups are definitely a go then.
Posted: Tue Dec 01, 2020 2:13 pm
by Battle Mage
agree with the bear
Posted: Tue Dec 01, 2020 2:14 pm
by Flea The Magician
So we are going to need everyone to claim rooms... this is going to be interesting. And I don't like it :/
Posted: Tue Dec 01, 2020 2:14 pm
by Alisae
In post 410, OutWorldER wrote:1) and 3) Your essentially giving scum the ability to warlock the game without ever having to put themselves in danger.
Consider the following:
Scum gets everyones task claims and where they're going, they formulate fake task claims so they can hood themselves with people they're pocketing and who can drive the game forward. They then start letting said pockets drive the overall game narrative while they coast by.
You might call that far-fetched but experienced scum could pull it off easily.
I'd also point out that the style of leashing is incredibly inefficient for town because it does not help Town solve at all. We're better off leashing specific people who are highly SR'd. Leash high SR'd people to TR'd people and we get much better information.
If that happens then we can go back and re-read from D1 and figure out why did the events that happen happen and who is likely scum. I feel like this is rather easy to sniff out on a re-read.
In post 410, OutWorldER wrote:2) Pushing No Elim and trying to push an alternate wincon victory, immediately, in a closed setup with no knowledge of scum utility. I don't know how you expect me to see that as anything BUT trying to discourage town from scum-hunting and get town to misuse D1.
I'm also going to respond to TGP and Alisae simulatenousy:
No. I'm not ignoring the mechanics of the game or the alternate win condition. I think the hoods will probably be pretty valuable to us if they're used right, and once we close the deficet of information with scum we can use the Task mechanic to push scum into bad plays or put them in an unwinnable scenario.
I just do not think it is a good idea to immediately make a plan based around our alternate win-con from the get-go, on D1, when we have the least information.
In post 410, OutWorldER wrote:1) and 3) Your essentially giving scum the ability to warlock the game without ever having to put themselves in danger.
Consider the following:
Scum gets everyones task claims and where they're going, they formulate fake task claims so they can hood themselves with people they're pocketing and who can drive the game forward. They then start letting said pockets drive the overall game narrative while they coast by.
You might call that far-fetched but experienced scum could pull it off easily.
I'd also point out that the style of leashing is incredibly inefficient for town because it does not help Town solve at all. We're better off leashing specific people who are highly SR'd. Leash high SR'd people to TR'd people and we get much better information.
If that happens then we can go back and re-read from D1 and figure out why did the events that happen happen and who is likely scum. I feel like this is rather easy to sniff out on a re-read.
In post 410, OutWorldER wrote:2) Pushing No Elim and trying to push an alternate wincon victory, immediately, in a closed setup with no knowledge of scum utility. I don't know how you expect me to see that as anything BUT trying to discourage town from scum-hunting and get town to misuse D1.
I'm also going to respond to TGP and Alisae simulatenousy:
No. I'm not ignoring the mechanics of the game or the alternate win condition. I think the hoods will probably be pretty valuable to us if they're used right, and once we close the deficet of information with scum we can use the Task mechanic to push scum into bad plays or put them in an unwinnable scenario.
I just do not think it is a good idea to immediately make a plan based around our alternate win-con from the get-go, on D1, when we have the least information.
I think you're probably town.
Wait? You expect a reread? I don't even really read once. At least not this game.
Posted: Tue Dec 01, 2020 2:20 pm
by OutWorldER
In post 414, PookyTheMagicalBear wrote:every one of your complaints has to do with solving this game by killing the bad guys
im proposing we solve the game by just doing all the tasks as quickly and efficiently as possible.
And I've said, 1000 times and I'll keep saying it:
Trying to win off solely off mech in a closed setup is setting up town for failure
You are setting up town for failure
You are scum.
Actual last post, I'm going to log off and wait for others because I'm sure others are not happy with me spamming shit up.