Starfleet Game thread
Moderator: Mafia Mods
Re: Starfleet Finale
yep
"fearless vanilla town" - do your best to play this way all the time.
My game got more and more ragged as time went on due to a mounting sleep deficit. scum killed me on the right night, though, because the wheels were starting to turn, and I think if feck and I had both been in the game on day 4, it might have gotten interesting.
as far as scum tells, go. they do exist, and in mafia environments where dropping such tells get players lynched, then town players stop dropping them. scum usually can't help themselves because they are under more pressure than town and they know stuff they can't let on knowing. I know I usually can't keep them out of my game.
overall, like I said, a sloppy game on my part. can't believe I underestimated bili AGAIN.
"fearless vanilla town" - do your best to play this way all the time.
My game got more and more ragged as time went on due to a mounting sleep deficit. scum killed me on the right night, though, because the wheels were starting to turn, and I think if feck and I had both been in the game on day 4, it might have gotten interesting.
as far as scum tells, go. they do exist, and in mafia environments where dropping such tells get players lynched, then town players stop dropping them. scum usually can't help themselves because they are under more pressure than town and they know stuff they can't let on knowing. I know I usually can't keep them out of my game.
overall, like I said, a sloppy game on my part. can't believe I underestimated bili AGAIN.
Re: Starfleet Finale
good point, it's hugely annoying when you're town being lynched and you know people will ignore your last thoughtsUselesstwit wrote:It's a good question diva.This was a weird game for me, I always felt like i was half a step out of line the whole game, never really felt connected to anyone. As for improving a town game, the key is to be fearless, when you flip town no one will go back and see how you interacted with people. so just say what you think.
Re: Starfleet Finale
my game went from fearless vt to omg ade is picking on me guys help
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- not too sweet to sledge
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Re: Starfleet Finale
LOL
fearless I can do... not trolley tracking, hmm...
fearless I can do... not trolley tracking, hmm...
Re: Starfleet Finale
NO ONE TROLLEY TRACKED BEFORE JASONA STARTED THE MEME BLAME HIM
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Re: Starfleet Finale
YEAH WHAT A ..... SOMETHING OR OTHER.....
Re: Starfleet Finale
he coined the term, i'm blaming him
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Re: Starfleet Finale
we don't even have trolleys in this country, other than the ones we use for supermarket shopping. and even then they don't have tracks wtf
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Re: Starfleet Finale
Thanks for the game, zigmen. Congrats to all players.
Re: Starfleet Finale
i always saw it as like a cart in a mine tbh
Re: Starfleet Finale
Here's what I was thinking:irretating wrote:
Zigmen, no offense but this game design was not your best. A don should not view as an indie IMO if there is only one town seer.
13 players = 10 Town and 3 Scum.
Town gets a Seer and a Doc.
Town gets 2 Masons.
Scum gets a handicapped blocker (no block on night 1) and a Pseudo-Don.
I felt that this design has Town at a real advantage, especially because of the Masons.
I also figured that a Pseudo-Don was actually less advantageous to Scum than a regular Don. If Bili had viewed as Town, you'd have really been in a bad place at endgame.
These Scum roles were chosen merely because of the ratio that Scum had (1:3) which is pushing the limits, in my book. I certainly would not let Scum exceed that ratio.
Was the game really so imbalanced that you think there should have been multiple Seers?
~Three of a Perfect Pair~
Re: Starfleet Finale
Well the universal scum tells interpreted by Ratz Mafia did not work in this case, did it.oblivion wrote:as far as scum tells, go. they do exist, and in mafia environments where dropping such tells get players lynched, then town players stop dropping them. scum usually can't help themselves because they are under more pressure than town and they know stuff they can't let on knowing.
Currently suffers from Cassandra's curse.
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Re: Starfleet Finale
No, not imbalanced. I just don't think a don viewing as an indie is something that town could or should ever be expected to solve. I think most people are used to having a don in a game (and thus a town result is not taken as gospel. An indie view is, though.Zigmen wrote:Here's what I was thinking:irretating wrote:
Zigmen, no offense but this game design was not your best. A don should not view as an indie IMO if there is only one town seer.
13 players = 10 Town and 3 Scum.
Town gets a Seer and a Doc.
Town gets 2 Masons.
Scum gets a handicapped blocker (no block on night 1) and a Pseudo-Don.
I felt that this design has Town at a real advantage, especially because of the Masons.
I also figured that a Pseudo-Don was actually less advantageous to Scum than a regular Don. If Bili had viewed as Town, you'd have really been in a bad place at endgame.
These Scum roles were chosen merely because of the ratio that Scum had (1:3) which is pushing the limits, in my book. I certainly would not let Scum exceed that ratio.
Was the game really so imbalanced that you think there should have been multiple Seers?
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Re: Starfleet Finale
You have to consider the game with the hindsight that bili was scum. Everything he said was to serve the scum interest.divagreen wrote:Well the universal scum tells interpreted by Ratz Mafia did not work in this case, did it.oblivion wrote:as far as scum tells, go. they do exist, and in mafia environments where dropping such tells get players lynched, then town players stop dropping them. scum usually can't help themselves because they are under more pressure than town and they know stuff they can't let on knowing.
Re: Starfleet Finale
Didn't it cross anyone's mind to ask why an indie with a survivor win condition was siding with town when scum was only one day away from winning?
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