Starfleet Game thread

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oblivion
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Re: Starfleet Finale

Post by oblivion » Sun Jun 12, 2011 11:57 pm

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.

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gib
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Re: Starfleet Finale

Post by gib » Mon Jun 13, 2011 12:00 am

Uselesstwit 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.
good point, it's hugely annoying when you're town being lynched and you know people will ignore your last thoughts

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gib
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Re: Starfleet Finale

Post by gib » Mon Jun 13, 2011 12:02 am

my game went from fearless vt to omg ade is picking on me guys help

irretating
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Re: Starfleet Finale

Post by irretating » Mon Jun 13, 2011 12:04 am

LOL

fearless I can do... not trolley tracking, hmm...

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gib
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Re: Starfleet Finale

Post by gib » Mon Jun 13, 2011 12:05 am

NO ONE TROLLEY TRACKED BEFORE JASONA STARTED THE MEME BLAME HIM

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Re: Starfleet Finale

Post by irretating » Mon Jun 13, 2011 12:08 am

YEAH WHAT A ..... SOMETHING OR OTHER.....

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gib
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Re: Starfleet Finale

Post by gib » Mon Jun 13, 2011 12:16 am

he coined the term, i'm blaming him

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Re: Starfleet Finale

Post by irretating » Mon Jun 13, 2011 12:26 am

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

Post by grit » Mon Jun 13, 2011 12:34 am

Thanks for the game, zigmen. Congrats to all players.

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gib
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Re: Starfleet Finale

Post by gib » Mon Jun 13, 2011 12:36 am

i always saw it as like a cart in a mine tbh

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Zigmen
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Re: Starfleet Finale

Post by Zigmen » Mon Jun 13, 2011 12:57 am

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.
Here's what I was thinking:

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~

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Re: Starfleet Finale

Post by divagreen » Mon Jun 13, 2011 1:00 am

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.
Well the universal scum tells interpreted by Ratz Mafia did not work in this case, did it.
Currently suffers from Cassandra's curse.

irretating
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Re: Starfleet Finale

Post by irretating » Mon Jun 13, 2011 1:03 am

Zigmen wrote:
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.
Here's what I was thinking:

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?
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.

irretating
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Re: Starfleet Finale

Post by irretating » Mon Jun 13, 2011 1:07 am

divagreen wrote:
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.
Well the universal scum tells interpreted by Ratz Mafia did not work in this case, did it.
You have to consider the game with the hindsight that bili was scum. Everything he said was to serve the scum interest.

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Re: Starfleet Finale

Post by ksen » Mon Jun 13, 2011 1:10 am

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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