Ninfia wrote:In terms of room importance, engineering also greatly benefits the infected as the ship will blow up without us going there.
This causes the infected to lose, too, though. Which is really tempting in case things go incredibly awful for town, but at that point we'd only have a few phases to determine if we have multiple infected among us, or lost out on grabbing a lot of roles. With this in mind, infected can probably brute force the repair due to their numbers, so.
/shrug
I do think the idea of running about to grab a bunch of roles is probably a good idea, but then that also spreads out our numbers such that we're more vulnerable. Someone could go to get a role for town (like in the Medbay), grab it, and then end up infected and bring it onto the other team. But then if town doesn't head there, infected can just grab the protect anyway.
But then if we coordinate where people are going, we run the risk of infected just grabbing the role powers we didn't prioritize. This... seems like a close to lose-lose situation N0. I would ordinarily venture that our best bet would be to prioritize about 3-4 rooms with the strongest town-leaning role powers and emphasize heading there... but then... If we're all there, we can't guarantee anyone gets role powers, and infected can go elsewhere unimpeded. At least in this scenario, infected would be more likely to just kill a player, rather than having the number of infected boosted.
I guess the one plus side on N0 is that it's impossible for someone to get a role power and die N0, since to get a role power you'd have to be alone, and the only way to die N0, as far as I can tell, is to be contaminated while in a room with one or more crew in it.
I'll... need to think on this more to form an opinion, but I'm reading it like this:
A)
Spread out to grab role powers. More chance of grabbing roles for town. Largest chance of a town grabbing a role and converting to mafia with it. Most chance of blocking mafia from grabbing roles.
B)
Stick together in high priority rooms. No chance of losing priority powers N0. Largest chance of preventing the increase of mafia numbers N0. Largest chance of mafia grabbing role powers of their choosing. Also puts town's plans out in the open for mafia to work around.
There's also the unsaid guarantee that players are going to be more likely to gravitate towards certain areas of the ship that look most pro-town. So without saying anything, we might snag some sense of prioritized roles regardless of plan.
Other thought:
We could assign 3 people to head to engineering N0. This guarantees the ship is fixed and it also guarantees one role can't fall into mafia's hands, and mafia might be less likely to target anyone from that pool of players (if we're treating it as a pseudo-protect of sorts? idk). However, choosing these three players is awkward at this stage in the game. Especially because from questions I directed at Duck, if it's mafia in a room with their target, the target will be treated as isolated and convert. So if we're really goddamn unlucky, we would end up sending 1 town into engineering to get converted with the other 2 mafia. Also, potentially up to 3 town aren't out and grabbing roles. So, I don't know.
Edit: though, I suppose one advantage to focusing around a few rooms means we up our chances of being able to perform a ship task if we hit the amount of 3 or more players in the room. So that's another variable to consider.