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-A-

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Posts posted by -A-

  1. I completely agree, which is why I hate the argument that we should No Lynch on Day One. For some reason when we (as a group) manage to produce good leads on the first day in traditional games, but not themed ones. Why? Because we actually bother looking. Almost all of the shitty reads and lazy lynches come from wanting to get to the action of the night period. When we're left to our own devices in a traditional game, we're actually pretty good at finding scum. Thinking back, how many Trad games have had two scum taken out in the first three days? Plenty.

  2. Someone suggesting the idea is different from trying to shove it down people's throats. I just don't buy that, as scum, Ace would make a move he knew would put him under suspicion.

    Scum do it because they think it's a townie thing to do. That's because for some reason when you're scum you think townie behaviour has to be as timid and careful as possible. When you're town you're actually more prone to going out on a limb. I'm pretty happy with my vote.

  3. We've got roughly a 20% chance of lynching scum.

    We've only got a 20% chance if we lynch someone randomly. If we lynch someone for scummy behaviour, after giving the day phase some time, we have better odds than that. I actually like No Lynches, but not as a strategic option on day one to avoid a difficult decision.

    Change Vote: Ace

  4. So I've been thinking about giving this a bit of revision and wondered if anyone had any suggestions? I'll go through recent games and see if there are any basic role types that are missing, anyway. If anyone thinks we could do with any other sections I'll try and add them.

    Also:

    In 99% of the games run here the town has far too much to rely on. I'm all for including a few things to fuck them over, like cults and death miller.

    For shame :(

  5. I also think that this game set-up is heavily weighted in favour of the town and it'll take us fucking up to lose this. We have two useful investigators and the analyst who can also clear half the players. We have two broken cops who are already pretty much expecting bum information. We have a vigilante who will most likely kill one person before he realises his ability. We also have a pretty good ratio of 7 vs. 2. It's only that this game will be chaotic and short that doesn't favour us. If we keep calm and talk through the possibilities, we have the tools to win.

  6. If the analyst can peg one cop, we can probably figure out who the others are. And insane is just as useful as sane in this situation.

    It'll take two results to even have a chance of figuring that out, though. That means it'll be Day Three before we can have useful information and the game could be over by then. If we don't hit scum today I think it's statistically likely (just about) that two townies die tonight and we're at lynch right or lose tomorrow. Plenty of random elements there to make things not so bleak, but chances are we'll have to lynch scum today or tomorrow.

  7. I'm not sure about mass-revelation of results tomorrow. Seems like the scum's best chance is to fakeclaim one of the dead players and if every one of us has public information that'll be easier. I suppose the advantage of posting everything is that we can all better calibrate our abilities, but it stops one of us being able to catch scum in a lie.

  8. Yeah, everyone is probably going to be left with 2/3 possible roles after a single result. A scum investigation result means sane, insane or paranoid cop. A town result means sane, insane or naive. No result means doc, analyst or (blocked/doctored) vig or cop.

    One thing to remember is that the vigilante won't have any way of knowing who they are today, so he'll send in a target. That means that tomorrow, when we're trying to figure out roleblocking/investigation possibilities from the number of kills, we can be pretty sure that two kills were sent in.

  9. The point that interests me, though, is this analyst role. Can't say I've ever heard of it before, and more to the point, surely whoever has it will know straight off the bat what their ability is, which should make things a little easier.

    Not necessarily. Apart from the analyst, there are 4 cops and 4 players who aren't (two town and two mafia.) That means that the analyst only has a 50% chance of getting a result on the first night (depending on who gets lynched today.)

  10. Also, I think a 7 or 9 person game would be the right size to not interfere with the waiting list. We can get the game done in a few days and it'd really just be a fun distraction, rather than a full game.

    EDIT: And if you won't pick Wildcard and give SDM something interesting to work with, you don't deserve to win :shifty:

  11. Bothroyd's been one of the main reasons Cardiff are where they are at the moment - and if England really are going to try out new players, a meaningless friendly international (to most already experienced England players) is the place to give these guys a shot.

    He's 28 and he's looked utterly average until 3 months ago. I don't think he'll even be as good as David Nugent was.

  12. I also got a Bale in a pack and decided to use the profits to build a Bundesliga team. That alonebuilt a team with 81 OVR and 91 chemistry, without training anyone to the right formation or going after expensive signings. Got Mario Gomez and Klose for 7k for the pair and a Naldo for 1k when he seems to sell for 4k usually.

  13. I got Rooney in a pack last night and selling him's pretty much completed my team. Might try and build a completely new one or tinker with this one. I've seen teams with 100 chemistry where they have all three banks (DEF, MID, ATT) as different leagues, but enough interconnections to balance that. Might try and figure out something like that. It's boring having all these Inter players.

    Pato/D. Milito

    IF Lavezzi/Aguero

    Motta/Cambiasso

    Chivu/Lucio/Samuel/Zanetti

    Julio Cesar

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