Page 20 of 160
Posted: Sun Apr 12, 2020 8:15 am
by Farkset
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: In post 441, Ame wrote: 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
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.
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 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.
In 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)
It sounds nice, however there are several potential problems with it
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
"Each player starts with 1 XP unless otherwise specified, and players can never have less than 0 XP. Players are always aware of how much XP they have.
"
but... probably they start with 1 xp, or at least most of them do.
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
Posted: Sun Apr 12, 2020 8:19 am
by Not Known 15
In post 475, Farkset wrote: 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: In post 441, Ame wrote: 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
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.
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 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.
In 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)
It sounds nice, however there are several potential problems with it
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
"Each player starts with 1 XP unless otherwise specified, and players can never have less than 0 XP. Players are always aware of how much XP they have.
"
but... probably they start with 1 xp, or at least most of them do.
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
... and some players cannot afford to train cop because they have a role like pacifist... then we have town autofarmers... if they are suspected we have a false guilty...
Posted: Sun Apr 12, 2020 8:21 am
by Farkset
In post 2, Professor Moriarty wrote:
Each player in this game will have a certain amount of XP. XP can be gained by some night actions, and can be spent to power abilities. Each player starts with 1 XP unless otherwise specified, and players can never have less than 0 XP. Players are always aware of how much XP they have.
By the way, while i was writing my latest post, i just noticed the contradiction in these mechanics. I asked the mod if players would get an XP report at day start, but he didn't answer, so… i think they don't. They just know how much XP they have at any given time.
However, since the mod also assumes that players wouldn't know if they have been sabotaged or not, i think there is more than one way to lose xp at night.
-Farkran
Posted: Sun Apr 12, 2020 8:21 am
by Not Known 15
.... and a mafia rolestopper/roleblocker could increase the mess even more... the more I think about it the more loopholes for mafia I find...
Posted: Sun Apr 12, 2020 8:22 am
by Not Known 15
In post 477, Farkset wrote: In post 2, Professor Moriarty wrote:
Each player in this game will have a certain amount of XP. XP can be gained by some night actions, and can be spent to power abilities. Each player starts with 1 XP unless otherwise specified, and players can never have less than 0 XP. Players are always aware of how much XP they have.
By the way, while i was writing my latest post, i just noticed the contradiction in these mechanics. I asked the mod if players would get an XP report at day start, but he didn't answer, so… i think they don't. They just know how much XP they have at any given time.
However, since the mod also assumes that players wouldn't know if they have been sabotaged or not, i think there is more than one way to lose xp at night.
-Farkran
Last game had a roleblocker that removed xp from training players.
Posted: Sun Apr 12, 2020 8:24 am
by Farkset
...oh, and, the sabotaged player is roleblocked by default too. Which means he cannot train.
-Farkran
pedit: i guess something like that could make sense and i think it's likely present in this setup - perhaps with a different power than roleblocker because this sounds like too many roleblockers
Posted: Sun Apr 12, 2020 8:24 am
by Hectic
Back on the-
Posted: Sun Apr 12, 2020 8:27 am
by springlullaby
OK The axis of evil:
AME
FARKAN
HECTIC
Ame:
Bullshit from start of the day to the last series of posts.
Cop training is obviously anti town.
> In a PR heavy game, cop training does nothing for town beside false positives.
> It's however great for scum because it consistently out PR's.
>This has been discussed already, can AME be vigged?
Hectic:
Seriously zero contribution but a lame vote on FOC.
And a ton.
Farkan:
The last case is just I'm taken aback by how far it fetch.
It also contain a scumslip as I did not know scum had a PT.
The rest of town better wake up soon.
I'm still confortable with my ginngie vote on a behavior only basis: nothing but reactionary content.
Farkset's last is just terrible.
Also, claim: town voyeur.
Posted: Sun Apr 12, 2020 8:29 am
by Not Known 15
?????????????????????????
Posted: Sun Apr 12, 2020 8:29 am
by springlullaby
In post 478, Not Known 15 wrote:.... and a mafia rolestopper/roleblocker could increase the mess even more... the more I think about it the more loopholes for mafia I find...
It's scum or vig target.
Likely-hood of them being scum is higher since there is a scum PT.
Posted: Sun Apr 12, 2020 8:30 am
by springlullaby
Did you know scum had daychat?
Posted: Sun Apr 12, 2020 8:31 am
by Not Known 15
Posted: Sun Apr 12, 2020 8:31 am
by Not Known 15
Posted: Sun Apr 12, 2020 8:32 am
by springlullaby
It doesn't indicate that scum has a daychat PT.
Posted: Sun Apr 12, 2020 8:33 am
by springlullaby
But anyway, the bullshit of the last post is such.
Posted: Sun Apr 12, 2020 8:35 am
by Not Known 15
It says that all PT`s have daytalk.
Mafia have a scum PT in approximately 99% of all games.
Posted: Sun Apr 12, 2020 8:37 am
by springlullaby
Well, I didn't know. The case is still bullshit.
Like, straight stuff I'd make up if I were scum bullshit.
Posted: Sun Apr 12, 2020 8:38 am
by Ame
NK15 could you clarify this? Hectic and Farkset I'm heading off for now, be back in a bit
Posted: Sun Apr 12, 2020 8:46 am
by Not Known 15
In post 492, Ame wrote:
NK15 could you clarify this? Hectic and Farkset I'm heading off for now, be back in a bit
We want to eliminate ALL scum. If bussing causes us to make wrong assumptions that will cost us the game then no, we don`t want scum to bus.
Posted: Sun Apr 12, 2020 8:59 am
by Farkset
https://wiki.mafiascum.net/index.php?title=Voyeur
This thing? Hmmm…
Also it seems that springlullaby was genuinely surprised by the daychat here. Her last game, barring alts, is dated 2018 and she was scum in a game without daychat.
-Farkran
Posted: Sun Apr 12, 2020 9:01 am
by springlullaby
I have an upgrade in 1 XP that's why I want leadership btw.
Posted: Sun Apr 12, 2020 9:07 am
by springlullaby
UNVOTE NOW.
Posted: Sun Apr 12, 2020 9:07 am
by Pink Ball
The leader gets one XP without training??
Posted: Sun Apr 12, 2020 9:08 am
by springlullaby
Posted: Sun Apr 12, 2020 9:26 am
by Farkset
I don't believe this
-Farkran