Cry Wolf
Would you like to react to this message? Create an account in a few clicks or log in to continue.
Cry Wolf

Cry Wolf is a brand new forum focused on the forum version of the deception game Mafia/Werewolves

Video Game UPick is over! Town Wins!
We now have a Discord Server!

You are not connected. Please login or register

Welcome to Katabasis Station, Work Shift 4

+10
Rasei
drandahl
ezzelin
Aeiou
high seraph
Ninfia
Mr. Alice
Kiyoko
Luxaria
Entelechy
14 posters

Go to page : Previous  1 ... 8 ... 13, 14, 15 ... 27 ... 41  Next

Go down  Message [Page 14 of 41]

Luxaria

Luxaria

@ Tiki

True, I forgot that we could actually choose the gear with the cargo hold ship task.

@ drandahl

I'd rather you not be the one locked out. I want to kill an infected with it. I'm operating under the idea that if things continue to get worse for town, I'd rather mulligan and let both sides lose unless mafia devotes resources / sacrifices players to keep the game going. Others might disagree, though. This is just my opinion.

@ Town

I think we need to favor some combination of Med Bay, Cargo Hold, and Server Room. Possibly Armory instead of server room? Maybe even the Security Station and block the Engineering room if we are committed to letting the M.A.D. happen.

3-5 people in Med Bay - all submit "Ship task"
3-4 people in Cargo Hold - all submit "Explore"
3-4 people in Armor or Server Room - all submit "Ship task"

The reason for explore in the cargo hold is because we can't be sure the target isn't mafia or might not convert to mafia.

If any of these rooms do not act as intended, we focus on the people in that group.

Exact numbers are up to preference / discussion.

Or we can just yolo it again. Or just focus on two rooms. Idk. Are there any better rooms? Now that galley and laboratory are gone, we don't have to worry about those being stolen as much, if they weren't already.

nautilus

nautilus

Is the purpose of having people in the cargo hold specifically to block off mafia from possibly initiating a ship task (since exploration with multiple people will not lead to anything)? :Oa

Luxaria

Luxaria

Yes. And from grabbing a role in it at random. Plus if by some chance we send 4 people in there and 3 end up being mafia and go to other rooms, the remaining town would be able to grab the item.

That said I'm up for other ideas. I just want us to coordinate ASAP into this phase so we can destroy the infected's hopes and dreams as hard as humanly possible.

Edit: Alternatively, we can ship task the cargo hold and either give a bogus role out to someone, or tentatively give a doctor to a player. Since town just lost half its ability to perform a return kill on mafia, them having a doctor isn't a big deal. Though...

@ Host

Can the doctor block the flamethrower?
Can the doctor block the food poisoning?
Can the doctor block the EVA death?
Can the doctor block anything other than the contamination?



Last edited by Luxaria on Thu Feb 18, 2016 7:07 pm; edited 1 time in total

nautilus

nautilus

I see. I'd be down for that plan because while I would love the freedom to psuedo-yolo like I did N0, uh we are down two potentially helpful power roles (if they weren't stolen) and a universally good-for-town ship task so,

re: assigning people to these rooms - are people going to outright claim which room w--

Actually.

Question.

If someone dies via incineration at the same time a ship task is being initiated (e.g. 3 people in med bay, 1 gets incinerated, another submits a ship task) will it still go through

Kiyoko

Kiyoko
Admin

Yo, only popping on for a short while because I'm not feeling that great. I kind of skimmed some of the longer posts around phase end and will go back and read them through properly. Sorry for missing rollover.

I'm up for coordination but how are we assigning who goes to what room? There's no one person anyone trusts enough to do all the assignments themselves, any ambiguity in where people are going could lead to another N0 med bay situation where no one actually goes to the med bay, and if people volunteer themselves for different rooms that just makes it easier for maf to coordinate.

@mitsu I literally just asked; ship tasks go through before the NK so if there are three people in a room and one dies, it still counts as three people for the ship task.

http://kiyokon.tumblr.com

Luxaria

Luxaria

I made an edit to my last post. I will also confirm Kiyoko's information regarding ship tasks since I asked that of the host in the previous phase.

I'm okay with anyone assigning them, but I will do it if no one else will. We can also use the med bay on the one that assigns rooms, if you want, unless there's a better target by next phase.

Kiyoko

Kiyoko
Admin

Luxaria wrote:We can also use the med bay on the one that assigns rooms, if you want, unless there's a better target by next phase.

This is a neat idea and I like it.

http://kiyokon.tumblr.com

nautilus

nautilus

I have host confirmation that more explosions may potentially happen but that this probably is the last of them.

I wouldn't mind being the one that assigns rooms either, for what it's worth, but I don't mind deferring to Lux if she wants to do it. Actually I feel like that's probably better maybe because I don't trust myself with righting an exploding ship, despite what my notes say. If anything and I'm investigated via the med bay the next phase, it at least confirms my alignment among the mess in the cargo hold, so there's that



Last edited by n☆util☆s on Thu Feb 18, 2016 7:19 pm; edited 1 time in total

Luxaria

Luxaria

Do you know more than just "more explosions may happen"?

Are they related to mechanics (EVA / Engineering)?
Are they related to game balance?

If I assign rooms, I want to do it early in the phase. Are there any requests you'd have in terms of which rooms or what numbers go to each room?

For example, if we assign only 3 to the Med Bay, this makes it EXTREMELY imperative that those 3 perform the ship task. If any of them do not, we know for 100% certain that one of them is mafia, at the very least.

That said, do we want any insurance policy on that room by making it 4 or 5 in there, and making the other rooms 3?

nautilus

nautilus

I was told that the explosions were related to game balance and not mechanics, and the host doesn't rule out more explosions possibly happening (but for now they are over).

I also edited my post slightly but I'm also coo' with Lux doing assignments. In terms of the rooms, I generally agree with your assessments; imo the Brig's role is actually pretty useful given the circumstances and ... that flamethrower, lol, but there's no way we can ensure one person goes in there and doesn't come out mafia. Captain's Quarters is potentially useful, but I'm not sure who we'd check (outside of the cargo hold mess).

Luxaria

Luxaria

Hmm. If you had to rank the rooms in order of "We need to both block this gear from being taken, and activate the ship task", how would you rank them after the Med Bay?

What about the numbers?

nautilus

nautilus

Hm. I'd probably go:

Server Room
Cargo Hold
Armory
Security Station (for the purpose of securing one of the rooms with sensitive items, but the delay makes it hard to work with)
Brig
Captain's Quarters
Engineering (item)

And then Engineering and EVA are in this weird "let's hope the mafia deals with it" sort of zone.
'
I'd agree with topping off Med Bay, especially since we're at 11, but I'd like people who are better at numbers to handle that since I'm pretty ??? as a whole right now, haha

Luxaria

Luxaria

Spoiler:

Tentative list

1. Med Bay
2. Armory
3. Cargo Hold
4. Security Station / Brig / Server Room
7. Captain's Quarters
8. Engineering

Since Blaire was town, we know the Armory didn't lose its Flamethrower. So we can still prevent mafia from getting another means of killing.

The fourth tier rooms are all utility.

Edit: Reading your post.

Rasei

Rasei

Rasei is really tired and don't ook forward to the walk to bus stop then home

Luxaria

Luxaria

With 3 in the Med Bay, we have the advantage of narrowing down at least one mafia to within 3 players. Reason being that if it fails, only one of those 3 was not in there.

The downside of this is that since we lost the Laboratory, we can't do a lynch and Lab check on one of the players in there in the event that the Med Bay doesn't activate. Ordinarily we could have lynched one, tested the other, and then if neither turn up as mafia we know the third is mafia (trading 2 for 1, though).

Now we can only lynch, and we wouldn't have an alignment check. We need that alignment check very badly.

I want to say we should put 4 in the Med Bay. Reason being if one mafia runs off, fine, we still get the action off. It sucks, but we still get it.

However, if the action fails, that means we have discovered the identity of 2 mafia at the very least. 50% chance to lynch one from the 4 people pooled in there. If we go up to 5, this gets diluted, and also lowers our chance of getting off other ship tasks.

I think 4 Med Bay - 4 (Room) - 3 (Room) is going to be ideal.

I want us to block the Armory to stop the mafia from getting a kill, but I also want the utility of Server Room and Cargo Hold the most. Not to mention that the Armory's ship task is arguably the worst.

I think the Server Room could feasibly wait for the next night, but I'm not sure. I still really am not pleased with the thought that we can't get roles, but...

One other thought: If no one dies, that means someone got converted. Meaning one of the room assignments had 2 or more mafia in it. Food for thought. That is a risk, though, when the whole purpose of this plan is to dramatically reduce the chance of conversions.

Thoughts?

Sponsored content



Back to top  Message [Page 14 of 41]

Go to page : Previous  1 ... 8 ... 13, 14, 15 ... 27 ... 41  Next

Permissions in this forum:
You cannot reply to topics in this forum