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Author Topic: RMM42: Space Alert Mafia (Game Over!)  (Read 186509 times)

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silverspawn

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #150 on: January 22, 2018, 06:43:31 pm »

vote: e

iguanaiguana

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #151 on: January 22, 2018, 07:47:22 pm »

I sorta expected silver to have a plan already since he was really hardcore before the game started.
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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #152 on: January 22, 2018, 08:32:54 pm »

Vote: Haddock
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Skumpy

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #153 on: January 22, 2018, 10:29:31 pm »

Questions for Fleet Admiral Anemone:

Scum NK doesn't count as a mafia-game action, right?

The scum who uses NK night 1 will go into night 2 with a 7 card hand, true?

Do all lifts have separate bottlenecks or is it 'one lift jams all lifts'?

What is the Tracker tracking? Mafia-game actions, or everything that involves a target (which could show multiple visits in a night)?

Are Lower deck actions affected by RB (or commuting in the case of monitoring)?

If movement fails (i.e. blocked lift), will we be informed of this (or alternatively, will we be told where we are at the end of the night)?

Does Tracker tracking no visits generate the same response as a) if they are roleblocked b) if the target commuted and c) if their action fails

And greetings to my 13 crew mates, some of whom I don't recall ever meeting at the academy. I'm Cadet Tanner Scarfoley; my specialty is in navigation. I remember hearing mutterings of sabotage, but I'm sure it's hogwash. I look forward to getting to know all of you personally, and may we work together successfully, accomplish our Galactical voyage, and return home alive with all of our findings!
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faust

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #154 on: January 23, 2018, 01:13:32 am »

Woo this finally started!

I think it's a bad idea to fully coordinate night actions. The main thing is we don't want scum to know who's on the lower deck. The other thing is since  the order is only determined at the end of the Day, the amount of planning we can do is limited anyway.

There are some general things we should agree on though:

- leaving the upper deck is a priority. Everyone should play at least one lift as movement tonight.
- Upper Blue is not worth it. Don't go to Upper Blue; only scums go there.
- you should make sure that your actions don't get terribly messed up by having a blocked lift (using C actions  in Red or Blue expecting to use the lift is probably a bad idea)
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faust

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #155 on: January 23, 2018, 01:14:33 am »

I sorta expected silver to have a plan already since he was really hardcore before the game started.
Yeah but he's scum and has to feign ignorance.

Vote: silver
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LaLight

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #156 on: January 23, 2018, 03:32:14 am »

hey guys! Really nice to be in a game with you all again! I am currently on World Economic Forum, so the next three days my activity will be low. In other news: I don't remember anything about the setup
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silverspawn

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #157 on: January 23, 2018, 03:37:20 am »

I sorta expected silver to have a plan already since he was really hardcore before the game started.

That would be less efficient because I didn't know my alignment before the game started, and the best way to play probably vary a lot between town and scumscum

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #158 on: January 23, 2018, 03:39:01 am »

I don't remember anything about the setup

Seconded.
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silverspawn

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #159 on: January 23, 2018, 03:42:32 am »

And I forgot almost every detail of where which powers do what..

Red seems to be quite a bit stronger than blue here.

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #160 on: January 23, 2018, 03:53:13 am »

I sorta expected silver to have a plan already since he was really hardcore before the game started.

That would be less efficient because I didn't know my alignment before the game started, and the best way to play probably vary a lot between town and scumscum
We have all known our alignments for more than a week. Except for Skumpy, who is excused.
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silverspawn

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #161 on: January 23, 2018, 05:02:22 am »

sure, I could have read into it a week ago. I didn't :P

faust

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #162 on: January 23, 2018, 05:06:26 am »

sure, I could have read into it a week ago. I didn't :P
Any comments on my suggestions regarding Space Phase play?
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silverspawn

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #163 on: January 23, 2018, 06:36:12 am »

I agree about the upper room, I'm still not clear on the rest.

silverspawn

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #164 on: January 23, 2018, 06:36:37 am »

I agree about the upper room

By which I mean that the upper blue room is bad

silverspawn

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #165 on: January 23, 2018, 06:39:17 am »

My first question was 'why don't we all go to the lower deck' because

Quote
By default, the scum NK can only reach those players who visit the Upper Deck of the ship during a given Space Phase.

 and the answer seems to be

Quote
S: Secret hatch: Scum may choose to play this room’s C action with “Secret Hatch” as the target. If at least Y+1 C cards are played this way during one Space Phase, the scum NK can reach players on the lower deck during this night's Mafia-Game Action Resolution Phase, where Y is the number of scum in the game. Use of “zone monitoring” in this turn-step does not block the scum C action here.

Next in line is 'why can't we just all go down and never use C actions?'

silverspawn

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #166 on: January 23, 2018, 06:47:05 am »

And the answer is 'because more than 1 C action can be played per scum per turn also it's hard to get down the ship.'

It seems that we generally want to have a lot of players in the bottom part, but don't want to coordinate who is there. That makes your suggestion that everyone tries going there sound good. If we attempt to use the lift in unpredictable rounds (not all in the first round), then scum can't math out who succeeded and who failed in getting there.

silverspawn

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #167 on: January 23, 2018, 06:49:55 am »

And your point about the lift is good, too! Full endorsement.

silverspawn

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #168 on: January 23, 2018, 06:57:05 am »

One thing we should decide:

Quote
C: Wiggle the Mouse. At least one player must play a C in this zone at some point in each Space Phase to avoid a computer lock-out. If this condition is not met, actions in one of upper red/upper blue will be unavailable the following night (random, announced at start of next day phase).

This is mostly valuable because the Cop shot is in the upper red. Do we try to get this done, and if so, how?

The downside of having a particular player do it is that it makes them a viable NK target. But we could assign the most scum-read person at the EoD (who hasn't been lynched). If it they choose not to, we'll know the following day and lynch them. If I'm not missing something, then that sounds pretty good.

silverspawn

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #169 on: January 23, 2018, 07:08:16 am »

There is also this

Quote from: Lower White C Action
Block the scum NK, If this action is performed at least N/2 times (rounded up), where N is the total number of players alive, the scum NK is blocked in this Space Phase.

Which can only be used successfully through coordination; if we don't coordinate it, it's an action thrown away. But that seems too hard to do on day 1 where everyone starts at the top.

faust

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #170 on: January 23, 2018, 07:17:01 am »

One thing we should decide:

Quote
C: Wiggle the Mouse. At least one player must play a C in this zone at some point in each Space Phase to avoid a computer lock-out. If this condition is not met, actions in one of upper red/upper blue will be unavailable the following night (random, announced at start of next day phase).

This is mostly valuable because the Cop shot is in the upper red. Do we try to get this done, and if so, how?

The downside of having a particular player do it is that it makes them a viable NK target. But we could assign the most scum-read person at the EoD (who hasn't been lynched). If it they choose not to, we'll know the following day and lynch them. If I'm not missing something, then that sounds pretty good.
Well. You cannot just have anyone do it because people would first need to reach the upper deck, and lifts can easily be manipulated by scum if they know who wants to go there. So you would need people to claim upper/lower deck, which is pretty much exactly what we don't want scum to know.
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silverspawn

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #171 on: January 23, 2018, 07:20:44 am »

Well. You cannot just have anyone do it because people would first need to reach the upper deck, and lifts can easily be manipulated by scum if they know who wants to go there. So you would need people to claim upper/lower deck, which is pretty much exactly what we don't want scum to know.

We can't do it on subsequent days, but we can do it on day 1, because everyone starts in the upper deck.

ok gtg

faust

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #172 on: January 23, 2018, 07:21:49 am »

There is also this

Quote from: Lower White C Action
Block the scum NK, If this action is performed at least N/2 times (rounded up), where N is the total number of players alive, the scum NK is blocked in this Space Phase.

Which can only be used successfully through coordination; if we don't coordinate it, it's an action thrown away. But that seems too hard to do on day 1 where everyone starts at the top.
It seems pretty pointless. If N/2 town players are on the lower deck, the scum NK is virtually blocked anyway. We could do more useful things with all those actions instead.
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faust

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #173 on: January 23, 2018, 07:25:31 am »

A good thing to do for scummy players is to go to lower red and use card draw on a townie player. That way, it is guaranteed that this player used none of the pro-scum blue powers that night.
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faust

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Re: RMM42: Space Alert Mafia (Day 1)
« Reply #174 on: January 23, 2018, 07:27:14 am »

It should also be noted that not Wiggling the mouse has a 50% chance to be a super awesome move since if upper blue is blocked, Cop results are guaranteed to be correct.
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