Are you feeling better, Hectic?
Mini 2133: XP Mafia II (Game Over)
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Awesome n_n!In post 54, Hectic wrote:I'm feeling great now <3- Ame
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Ok caught up. I'm not for train cop since it's a standard action. It just doesn't seem that useful unless it's a bonus option. It also seems more useful to mafia since they can use 2-3 train cops at once. Also, I disagree with mass train cop plans.
I think no strongman is the best option, but I actually like the neighborizer thing too, mainly because it seems fun. Hmm
VOTE: Neighborizor
I realize this is the unpopular choice, so consider me on disable strongman as well.- Ame
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For what role to exist?In post 91, Lady Chloe wrote:possibility of such a role to exist- Ame
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Nah.In post 103, springlullaby wrote:Ame, explain why you would a scum strongman.
Since it gives more useful information to mafia than to town. I don't think scum is going to be caught by the train checks. I think someone mentioned before someone not training is more likely to be from town than scum.In post 75, Lady Chloe wrote:In post 72, mastina wrote:In post 70, Lady Chloe wrote:Ame could you explain why do you think the train cop is a net negative? I mean, i thought so as well initially, but it's clearly not imo- Ame
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It's like a double filter where scum's influence becomes diluted in the process. The minimum number required is 7, which means 6 off. There are 3 mafia. Presuming we use our pro scumhunting skills, we could filter out 1-3 mafia from being a part of the quest. Thus reducing their influence during the quest itself.- Ame
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That's what I mean by a filter. It's not perfect, but it's something. If scum care about influencing the quest, they will have to do so first in the public thread, then in the private thread. It's just an idea though. I don't think it's that important if there's not obvious support for it. To be honest, my real agenda was giving critical PRs a way to avoid joining the quest without becoming a target for mafia. But increasing the number who join beyond the minimum kind of diminishes that.In post 139, Lady Chloe wrote:This approach assumes that town is always correctly permitting town into a quest. Scum have the power of voice, too.- Ame
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Yea this is what I was getting at. Strongman is expending XP for a low payout, so I think it's worth the exchange of reducing the utility of any potential protectives.In post 146, momo wrote:On the disable strongman? Why would you choose this. For scum, to make a strongman kill would be a complete waste of an XP point. N1, there is a 1/12 chance that our doctor correctly protects the night kill. If scum wants to waste their XP on that 1 in 12 chance, let's leave them the rope to hang themselves with. I understand that for some reason, people strong support this option and that my dismissal of the strongman ability might be unpopular, but think it through. Using strongman is strategically incorrect for scum. We shouldn't take away the option, especially when there are two more beneficial alternatives.- Ame
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Mastina, this is odd to me considering that you were on the scum team in the previous game. It looks like a fake town slip, especially considering your mechanic orientation and this quote:In post 78, mastina wrote:
...Oh.In post 74, Farkset wrote:
@Mastina scum cannot kill if they trainIn post 2, Professor Moriarty wrote: IV. Actions
This game contains two types of night actions: standard actions and bonus actions. Unless otherwise specified, all actions are standard actions. Each player may carry out a maximum of one standard action and any number of bonus actions in one night,unless they Train, in which case they may take no other actions (standard or bonus).The Mafia factional kill is a bonus action; this in effect means that all Mafia members are multitasking, as they may carry out the Mafia kill at the same time as taking a personal action.
Players may also have passive abilities, which are abilities that always trigger and cannot be roleblocked or interfered with.
This game also contains day actions. Any number of day actions can be taken during a day, but each day action can only be taken once per day unless otherwise specified.
HURT: Mastinamastina wrote:
There's no explanation for this except for scum training. It's the only possibility, because there's no method by which a kill could have been stopped. I didn't stop it with my roleblock, Assembler was dead, so there was no longer any obstacles for a kill. It had to be training. N3 does not have to be.In post 2061, havingfitz wrote: And why no kill N4?- Ame
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Also looking at the previous game, it's likely that scum has alternative ways to gain XP. In XP1 they had an autofarmer (gain 1 XP automatically each night) and a roleblocker (Mastina) that gained the XP the person they blocked would have gained. With this in mind, I am leaning more favorably toward a mass training cop strategy, simply because it could force mafia to train when they otherwise wouldn't need to. That is if we're able to work out a reliable strategy. There was something else I was going to say, but I lost my train of thought. Oh! Again, keep in mind the ability also benefits mafia. If they have roles such as the role blocker from the previous game, the train cop will grant them greater insight into who to target. I still prefer the other two abilities, but I thought I'd throw this out there.- Ame
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This would be very much to our disadvantage. Capturing hurts mafia more than it hurts town, especially in the early Days when everyone is low on XP. The key to this is the fact that we know they must expend XP to preform the Night kill. A D1 captured mafia member who began the game with 1XP would not only be prevented from carrying out the Night kill N1 but N2 as well since they would have lost their original XP and would have been unable to train during the previous Night. So by capturing a mafia, we have a chance of significantly hindering their movement as a whole. Capturing Town, on the other hand, does not significantly set us back (1) because many of the personal roles seem to not require the exhaustion of XP and (2) we have not yet gained any shared roles that do. At worse, we prevent a PR from taking a N1 action and/or set someone back from upgrading for a Night or two.In post 300, Flight of the Conchords wrote:I have check with the mod, and he said we are allowed to vote end day without capturing. This is clearly the best mechanical option. No lynch is forced upon us, and until such time that lynch becomes available, we should not be using this anti-town ability. We want all town powers being used.
Ideally today should be short, choose a power, then end day. When lynch becomes available, we should start to discuss.
VOTE: End day
- Bret
Furthermore, failing to use this mechanic robs us of information we could use to look back on later. This is, without a doubt, the most hurtful strategy that has been proposed.- Ame
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You're missing the point. Removing one mafia's ability to do the kill forces another to do it. Forcing them to expend XP they could otherwise save or use on something else. Read the scum chat in the last game. Even though scum had multitasking, the roleblocker wasn't able to use their ability AND capture at the same time. This forced the third member to expend XP and they were eventually left unable to kill because each member's XP was exhausted.In post 323, Flight of the Conchords wrote:
Read the scum chat from the last game. A captured mafia set them back because the role blocker couldn't kill and do the factional ability atIn post 321, Ame wrote:
This would be very much to our disadvantage. Capturing hurts mafia more than it hurts town, especially in the early Days when everyone is low on XP. The key to this is the fact that we know they must expend XP to preform the Night kill. A D1 captured mafia member who began the game with 1XP would not only be prevented from carrying out the Night kill N1 but N2 as well since they would have lost their original XP and would have been unable to train during the previous Night. So by capturing a mafia, we have a chance of significantly hindering their movement as a whole. Capturing Town, on the other hand, does not significantly set us back (1) because many of the personal roles seem to not require the exhaustion of XP and (2) we have not yet gained any shared roles that do. At worse, we prevent a PR from taking a N1 action and/or set someone back from upgrading for a Night or two.In post 300, Flight of the Conchords wrote:I have check with the mod, and he said we are allowed to vote end day without capturing. This is clearly the best mechanical option. No lynch is forced upon us, and until such time that lynch becomes available, we should not be using this anti-town ability. We want all town powers being used.
Ideally today should be short, choose a power, then end day. When lynch becomes available, we should start to discuss.
VOTE: End day
- Bret
Furthermore, failing to use this mechanic robs us of information we could use to look back on later. This is, without a doubt, the most hurtful strategy that has been proposed.
Incorrect. There are 3 mafia, and a captured mafia is very low reward for town - one of the others can perform the factional kill. Town roles are not afforded this luxury. A captured town role is a lost role for the night. Capturing at this stage of the game is very low reward and high risk. The overwhelming likelihood is that a town player will be captured. The most important thing right now is to ensure town players with powers are using them unimpeded, not having them captured, or forcing them to claim to avoid being captured.
- Bret- Ame
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First, some roles are may at some time have idle XP such as Pacifist or Accelerator & Autofarmer (when everyone is upgraded), so we should provide the option to utilize XP with abilities such as neighborizer so as to not have XP go to waste. Second, neighborhoods will allow roles like accelerator and autofarmer to coordinate their XP sharing abilities, providing it to those who need it. This is better than having them take a shot in the dark which is better than having people seek out XP publically. And because this is essentially a non-vanilla game, neighborhoods will be useful for PR coordination in general. Third, mafia are less likely to form neighborhoods than town because it exhausts XP which they need for the kill and the strongman. This is what I meant by being fine with allowing scum to keep strongman. It will force them to have to choose between spending their XP on being strong, neighborizing, or other; and the more they exhaust XP the better for us. Ultimately, we want them in a position where they are cornered/unable to use the NK/forced to train. So yea, most of the hoods are probably going to be town initiated, and even those that aren't, it's still a fairly useful way for evaluating one another—who and why someone neighborizes, pocket attempts, etc.
Being mechanically minded and the fact that she was so involved in the previous game, it is unlikely that she forgot that training can't take place at the same time as an action. If it were someone who wasn't much into mechanics, this would be a reasonable excuse as they may have genuinely just not paid attention the previous game. Mastina is a master mind, however, and very cognizant of the mechanical details.May you explain mastina's "mechanic orientation" in the previous game and how that correlates to her behavior here?- Ame
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Yes, but the rule was the same. We just have added clarification here.
From XP1:
Additionally, Mastina was a part of the scum team so was aware even if the public wasn't. And the post I quoted from before indicates that she was:This takes the place of another action and cannot be used alongsideany action.
mastina wrote:In post 2061, havingfitz wrote: And why no kill N4?There's no explanation for this except for scum training. It's the only possibility, because there's no method by which a kill could have been stopped.I didn't stop it with my roleblock, Assembler was dead, so there was no longer any obstacles for a kill. It had to be training. N3 does not have to be.- Ame
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I can dig that, thank you for your input.In post 359, Not Known 15 wrote:That was more than two years ago... Do you remember all things from two years ago? I see the possibility of it being faked but it isn`t big enough to be scum indicative.- Ame
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It's not just Spring really. Spring, momo, and FotC pushing for everyone to be in it is creeping me out. Though I think momo's motives may be pure.In post 375, Hectic wrote:
What don't you trust? springlullaby isn't getting the Leader position.In post 364, Ame wrote:OK I've been thinking over some things. First, I change my mind, disable strongman is the way to go. Second, I don't trust Spring's agenda so I'm leaving the quest.- Ame
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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.- Ame
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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- Ame
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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- Ame
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Right!In post 445, Hectic wrote:So the aim is to reduce mafia influence within the quest, and increase the chance of the leader being picked and the person the leader selects to be town? Since, this disincentives them to join the quest. And if they do, they may not use any special abilities.- Ame
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A potential addition: it may also provide a reason for the questers to collectively decide who the leader should gift. (1) since it will be a town-sided collective and (2) That way, if the gifter is blocked/killed/etc/or not, it will provide indicators as to who may be mafia inside/outside the quest.- Ame
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No a lot. Only a little. Because for this to occur, at least 1 mafia still has to remain outside of the quest so the information is still linked! If there is a kill, we know that 1 of the 6 outside the quest is mafia.In post 450, Hectic wrote:a lot- Ame
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In post 453, Hectic wrote:You know what, we should be trying to put all the mafia on the quest in that case. If we manage to, there'll be no kill unless mafia choose to kill and out themselves to one of the Train Cops. It's similar to the coalition victory condition from that setup.
We capture, and put the 6 scummiest people alongside the captured person on the quest.Spoiler:- Ame
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Inverted Quest! The adventures are imprisoned!In post 458, Ame wrote:Inverted Quest! The prisoners are the adventurers.- Ame
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Actually, the thing about this is that it essentially reduces it back to the previously discussed strategies and there would be no need for players to remain outside the quest (We could simply have 6 people assigned to 6 people). Additionally, it is actually preferable that town is in the Quest group (1) for the item selection and receiving and (2)In post 453, Hectic wrote:You know what, we should be trying to put all the mafia on the quest in that case. If we manage to, there'll be no kill unless mafia choose to kill and out themselves to one of the Train Cops. It's similar to the coalition victory condition from that setup.
We capture, and put the 6 scummiest people alongside the captured person on the quest.so that they can train. Based on the previous game, vanilla have the strongest upgrades, so we want them to be able to do that as soon as possible.- Ame
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Not with the strategy I initially proposed. Autofarm doesn't need to join the quest.In post 467, Not Known 15 wrote:so, yeah. Any train cop strategies have a potential miller problem
Huh? Wouldn't we want scum to bus?and bussing makes any results .- Ame
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Right, so they need to work their way into the off-quest group if they exist.In post 469, Hectic wrote:
I don't think they would show up as "Training" for the Train Cop then.In post 468, Ame wrote:The autogain 1XP but cannot train.- Ame
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NK15 could you clarify this? Hectic and Farkset I'm heading off for now, be back in a bitIn post 471, Ame wrote:Huh? Wouldn't we want scum to bus?- Ame
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In post 309, Hectic wrote:I think I enjoy town more overall, but only because my desire to win goes up drastically when playing scum which makes it somewhat stressful. Which in a way might mean I enjoy the challenge of playing scum? Not sure.Hectic wrote:Absolutely. I relish being scum, and you'll often find me replacing out of games where I roll town. What's the point of playing mafia if you don't get to lie to your friends?Hectic wrote:Playing scum is so much effort. Though, that might've been emphasized by not having anyone to talk to in scumchat this game. I think I much prefer town.- Ame
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Correct! I despise being scum. As you said, it's stressful and requires a lot more effort. And I feel guilty manipulating people lol. The exceptions are games like these where RPG like mechanics are involved. For such games, I have a slight preference for scum because of the strategizing and cohesion with the team. It can be pretty frustrating trying to work together as town to form a cohesive strategy.In post 531, Hectic wrote:It depends on my mood, Ame
I will say that I have a problem with being scum in that it makes me more self-aware of being friendly/joking around. I don't want that to be perceived as me using it to get townread.
I just realised I don't know your preference! Do you prefer town or scum? My guess would be town.- Ame
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My play. My propositions. Hmm. I'm sorry, I don't quite understand.
And no that's incorrect! I'm not scum reading any of the three people I listed having a superposition vote on. I'm not necessarily town reading you either, though a slight TL on you and Spring. I just consider you threats as you're playing to scum's win con. Spring by making the game unhealthy/lowering morale; you due to proposing and supporting scum-sided strategies.- Ame
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Ah I mean you ya'll did something identical when I proposed the minimum number of players going on the quest. Instead of considering deeper motivations, it was brushed off. I think the issue may be hubris? (I'm not sure that's the correct word). You haven't been open to considering that the play best suited to you may not be what's best for everyone else.- Ame
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Egocentric is the proper term. I don't mean it pejoratively btw. I mean everyone is naturally inclined to play in this manner, including myself. You remind me the player Obvioius scum, as he and I also tend to have highly conflicting philosophies. I made the mistake of not trusting his side of things before, however, so I'm willing to give you the benefit of the doubt and see where things go. Plus from the way you two have spoken, I get the impression that you know what you're talking about and I do think your responses here have been fairly townie.
UNVOTE:
I'd put my vote on Spring, but I don't like leaving people at L-1. - Ame
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