dranbahl wrote:I'm fine with some level of coordination, but I also feel like ship tasks might be better to net outside of D1. Going with your plan, Lux, allows maf to have free reign of explore actions in two rooms. We have the advantage in numbers right now. I know others have said this already, but I feel like priority should be in collecting items until we have more info to know who to trust.
The ship tasks can be repeated each phase, if I'm understanding correctly. The point of the plan is such that, for example...
Players 1, 2, 3 go to Med Bay
Players 4, 5, 6 go to Laboratory
Players 7, 8, 9 go to Server Room
Players 10, 11, 12 go to Brig
Everyone punches in a ship task command.
If everyone is in the right room, the ship task will happen in the thread during Status Report. If a ship task does not, it will be immediately clear what has happened. So let's say mafia are players 4 and 9.
Mafia goes to two other rooms to grab items from explore. Note: We've covered the two big role actions (Protect and Detective). They cannot steal these.
This means on rollover, Laboratory and Server Room would fail. This instantly tells us that the two mafia are within players 4, 5, 6, 7, 8, and 9.
Further, since everyone is in a room with other players, the NK cannot convert a town to mafia. The only except is if, for example, players 8 and 9 are mafia, and 7 is town, and they submit the NK on player 7. Then player 7 converts and the ship task still happens. We lose a town, they gain a member, but all ship actions go through, and mafia does not gain any roles in the process.
The point of the server room would be to run a ship task to publicly display any roles that have been taken. Thus, we would know which room lost their roles so we wouldn't prioritize it as much for collection.
So it's a matter of this:
We run the risk of mafia getting two roles unimpeded. We prevent them from getting two of the more valuable roles.
We dramatically decrease the risk of town converting to mafia. Having a town die to the NK is preferable.
We increase the chance of positive actions for town happening. With the 3-4 possible ship tasks, these actions are mostly pro-town and help us more than they help mafia, giving us protection while giving us actions.
Lastly, if mafia does deviate and sabotages our plan, we know for certain which group of players has at least one mafia.
This would require every town to participate, though, and I guess at this point it doesn't seem likely everyone will get the memo, so it's a bit of a wash. We may not get a better chance until the ratio is hopefully 2:7. Reason being that assigning 4 players to a room doesn't satisfy all advantages of the 3 to a room plan. Other downside is with 3 mafia potentially in play, they might all be assigned to one room, so one might stay there to explore (if gears haven't been collected at this point).
Hmm...
One final thought: One thing that does amplify the use of gathering gear is that lynching a target with gear means we can redistribute. We run the risk of giving it to a mafia, but at least we'd know who has it. Actually, this kind of makes the plan of letting mafia run about N0 collecting gear a bit less riskier, since in the end we'll most likely only kill them through lynches (Flamethrower and food poisoning are possibilities), and then we can collect the role actions again.
Anyway, I submitted a room movement at this point, anyway, since I don't think we have enough time for everyone to organize. If every player does post, though, I'm down for enacting the 4x3 plan.
Edit: Posts came in. Will read, but posting this for now.