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RaMafia 2
(03-21-2016, 08:14 PM)A-Man Wrote:  The question is, how likely is this formation to exist out of it all?

Unlikely.

(03-21-2016, 08:14 PM)A-Man Wrote:  But that really involves a lot of effort and luck to fulfill; especially now since TheNave, a scout-claimed inquisitor whom he himself confirms it, is now known to everyone.

Not really, as long as the inquisitors survive long enough. About TheNave, we don't even know if he is town aligned or not. If he is not, then the town inquisitors are safe for now. Moreover, this could be a plotting between TheNave and Bamboori. I do not think Bamboori was this naive as to expose TheNave without thinking. He either wants to kill TheNave or to plot with him.

(03-21-2016, 08:14 PM)A-Man Wrote:  I'd like to hear your opinion on lynching the 2 knights also.

It is the same as lynching the inquisitors. We are 11 players. Killing inquisitors could be killing 2 townies and one hellblazer. Or killing 1 townie and 0 hellblazers. And killing the knights could be something of the sort. Also, nothing guarantees the scout will find all inquisitors/knights early. You could have the bad luck of killing the townie ones and the hellblazers being undetected for long.
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Stop existing. Start living.
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Lynchboard:
No-Kill 1 (empirefantasy)
A-Man 7 (Tornado, Rhino.Freak, LutiChris, Neeragon, Bamboori, Simon, TheNave)
LutiChris 1 (A-Man)
Bamboori 1 (MangaD)

Night 1
Slowly and gently is how a life's taken,
there's too little hope for a scapegoat forsaken.
As A-Man, convicted of murder, was slain,
the Occultist faded - his actions in vain.


Players:
1. LutiChris
2. MangaD
3. Tornado
4. Neeragon
5. empirefantasy
6. TheNave
7. A-Man - Occultist
8. mfc - Bard
9. Simoneon
10. Rhino.Freak
11. Bamboori
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Quote:And people WILL vote for no-kill if they want to and there is nothing bad or wrong with it. Your endgame plots do not fit to this game.
no-kill is harmful. And well if they do, they shouldn't.


Quote:Also, at this stage, it is so very wow certain that you are going to die for sure. Why u even care who he votes for?
I know for certain that at least 2 of the above have voted me just going with the majority and because they thought I'll be dying anyway. I have the right to defend myself and make sure every vote against me is justified. Werewoves' votes are never justified, no?
And isn't it against your premise to encourage people to keep their thoughts to themselves? It just happens to be so contradictory that your plot involves gathering as much information as possible, but you attack me for attacking those whom votes do not reflect themselves. If things weren't so one-sided, maybe we would've could've forced Bards to use their abilities to ensure their targets are lynched. We would now have some information on whether there is a Bard living now at all or not.

Quote:If he suspects someone for some reason, he can express it but why would he vote after this point...
Just words can't be tracked down later in the game and are not as concrete as actual votes against people they suspect.

Quote:Imagine town having 3 members of (Inq+Knt) and WW having 1. Do you think is it worth lynching 3 townies to kill 1 WW?
You keep telling me to imagine a certain scenario your plot favors. But I'm talking about chances scenarios can happen. And mine happens to have a relatively higher chance with what's more probable to be.

(03-22-2016, 10:03 AM)MangaD Wrote:  Unlikely.
Where are your supporting details?

Quote:Not really, as long as the inquisitors survive long enough. About TheNave, we don't even know if he is town aligned or not. If he is not, then the town inquisitors are safe for now. Moreover, this could be a plotting between TheNave and Bamboori. I do not think Bamboori was this naive as to expose TheNave without thinking. He either wants to kill TheNave or to plot with him.
But if he's a werewolf, how does he even be in danger if you guys don't want to lynch an inquisitor? But if he is, assuming the werewolves think about the inquisitors in such a manner that you do, then he dies and your grand plot falls apart. TheNave and Bamboori are associates you say? So you'll kill Bamboori, but not TheNave.

The point is, Bamboori's information, regardless of his alignment, are truthy; if he lies, then he takes the risk of being figured out as the information he comes up with is verifiable. That's why I assume it's safer to trust his word than the word of an inquisitor. So if you're going against Bamboori, why not go with TheNave?

Quote:It is the same as lynching the inquisitors. We are 11 players. Killing inquisitors could be killing 2 townies and one hellblazer. Or killing 1 townie and 0 hellblazers. And killing the knights could be something of the sort. Also, nothing guarantees the scout will find all inquisitors/knights early. You could have the bad luck of killing the townie ones and the hellblazers being undetected for long.
Same? No, of course there is a difference. You guys proposed the 2 vs 1 composition because you figured 2 may be the number required for inquisitors to function. With Knights, one can be useful by himself. I'm really annoyed to see that you're already doing your calculation based on the assumption you favored. That serves to show how biased your arguments have become.
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This is the first time, I am cursing the Ghost Talk rule. If you know what I mean. :p
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Sucks for the werewolves :P

Edit: lol, seriously though. We're discussing strategies to bring the werewolves down. I may have went an extra mile with arguing this time, but only because you guys overreacted and chose to mass lynch me instead of discussing it. For every action, there's an equal and opposite in direction reaction.
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(03-22-2016, 12:37 PM)A-Man Wrote:  Sucks for the werewolves townies:P

Fixed it for yah! GG A-man.
(03-20-2016, 06:41 PM)mfc Wrote:  Be the unsqueezable sponge!
My new life motto!
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aman do you realize that you died because people didn't like your strategy?
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(03-22-2016, 12:10 PM)A-Man Wrote:  
(03-22-2016, 10:03 AM)MangaD Wrote:  Unlikely.
Where are your supporting details?

Unlikely does not mean for granted. But I think only 1 inquisitor on the town side fighting 1 hellblazer inquisitor would be unfair for both parties. Because as you said, the town inquisitor cannot be trusted (bad for town), so killing both inquisitors means one ww down (bad for hellblazers). In this scenario, the inquisitor would be a powerless role. But then again, we do not know the ratio of players, so everything is possible.

(03-22-2016, 12:10 PM)A-Man Wrote:  
Quote:Not really, as long as the inquisitors survive long enough. About TheNave, we don't even know if he is town aligned or not. If he is not, then the town inquisitors are safe for now. Moreover, this could be a plotting between TheNave and Bamboori. I do not think Bamboori was this naive as to expose TheNave without thinking. He either wants to kill TheNave or to plot with him.
But if he's a werewolf, how does he even be in danger if you guys don't want to lynch an inquisitor? But if he is, assuming the werewolves think about the inquisitors in such a manner that you do, then he dies and your grand plot falls apart. TheNave and Bamboori are associates you say? So you'll kill Bamboori, but not TheNave.

The point is, Bamboori's information, regardless of his alignment, are truthy; if he lies, then he takes the risk of being figured out as the information he comes up with is verifiable. That's why I assume it's safer to trust his word than the word of an inquisitor. So if you're going against Bamboori, why not go with TheNave?

If TheNave is ww then he is in danger IF some other inquisitor(s) show up later in the game saying something different than him. But he won't be killed so soon if the knights protect him.

I say there is a possibility of TheNave and Bamboori being both ww, no? There are endless possibilities. I just choose to vote Bamboori because I don't think a townie would expose the inquisitor without first consulting the town.

(03-22-2016, 12:10 PM)A-Man Wrote:  
Quote:It is the same as lynching the inquisitors. We are 11 players. Killing inquisitors could be killing 2 townies and one hellblazer. Or killing 1 townie and 0 hellblazers. And killing the knights could be something of the sort. Also, nothing guarantees the scout will find all inquisitors/knights early. You could have the bad luck of killing the townie ones and the hellblazers being undetected for long.
Same? No, of course there is a difference. You guys proposed the 2 vs 1 composition because you figured 2 may be the number required for inquisitors to function. With Knights, one can be useful by himself. I'm really annoyed to see that you're already doing your calculation based on the assumption you favored. That serves to show how biased your arguments have become.

Same can be said about you. Nothing guarantees that the ww's have a knight to begin with. And you suggest we kill the first knight we encounter immediately. Wouldn't it be fun to reach the end of the game and find out there was only 1 knight, and who happened to be on town side? Or wouldn't it be fun to kill the town knight and the scout only find the ww knight when there is little hope for victory?
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Day 2
At sunrise resounded the cock's morning cry,
foreboding, the townsfolk heard gargling nearby.
Deep in a grove he'd gone down with a fight,
thus Neeragon's life slowly ebbed - farewell, Knight.


Players:
1. LutiChris
2. MangaD
3. Tornado
4. Neeragon - Knight
5. empirefantasy
6. TheNave
7. A-Man - Occultist
8. mfc - Bard
9. Simoneon
10. Rhino.Freak
11. Bamboori
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