Worth noting that since it's a coin-flip whether this works if they're town...and any of them can be scum, and no way is scum refilling our energy. So, it would be good for some other players to consider refilling at least central energy, and maybe Red.
Central energy, sure, but Red will require no more than 4 energy N1, and one fill is enough
if it goes through. Scum has to refill Red energy if its assigned because we'll know if they didn't, and nothing else could possibly prevent them from doing so. I don't know what exactly scum will plan for tonight - probably some copswitching and shutting down upper blue...but I'd be surprised if at least one doesn't do something that's pro-townie.
Think about WTM for a minute. It either blocks UR (upper red) or UB.
If it blocks UB it means cop results are guaranteed sane.
If it blocks UR it means we can't access cop results.
If WTM is used twice and we have full access on two days, it means a player might go there twice and get an uncertain cop result both times, giving us 2 uncertain cop results. If WTM is not used it means the equivalent play is to get one certain cop result plus the next best action available. So two uncertain cop results are supposed to be more valuable than 1 certain result plus another action? No, come on. Even if you don't believe in anything useful coming out of WW, this is still not worth it.
The bottleneck for what we can do in the ship is turns and cards. Limiting number of rooms, a resource which is not the bottleneck, in exchange for better rooms, is a good thing.
Disagree here. Printouts will at least tell us if anybody copswitched or not. The odds are good that copping will be accurate N1, and the risk of a bad result isn't worth risking no cops at all N2. I'd rather assign someone to Wiggle the Mouse (like player 4) than to give it to Theorel or lowest-poster, but I'm less enthusiastic about it than I am about assigning pool-filling duties, and am willing to go with something else.
I don't see how it will make more people reach the bottom half.
Because it makes the first three players go red lift, blue lift, white lift, as supposed to white lift, white lift, white lift.
Plus it'll tell the next few players what's not a valid option (so player 4 isn't going to be trying to go RedLift on round 2 or WhiteLift on round 1)
oh, yes. Actually, I think we should move just swap lines 2 and 3 to have the white pool replenish in between the others.
If tracker shots are burned, then red might not get a full recharge in that case. So my final say is switch lines 2 and 3, and switch the order of the A and B actions. There, I'm done with setup.
What's the deal with roleblocking by the way? Are we saying 'don't do it if you're town' or is it fair game? Because I'd say the former, but everyone has to agree...
Unfortunately I am having a really hard time getting interested in this game. @Faust can you give an example of me being interested in theory talk? The narrative side of mafia has always been what appeals to me, so the only exciting post in this thread was Skumpy's to me.
PLOT A COURSE! SHIELDS TO MAXIMUM! And then somebody bring the head of one of those no-good science deniers! *shakes fist*
I mean, we don't KNOW if any science deniers actually are here. I met a lot of very nice, ambitious trainees at the academy, but we were told to prepare for the worst, so why not? My father had to work the spacedocks for 51 years and my mother had to worry about looking after 9 children, so I've always wanted to rise in the ranks and become an Admiral one day by learning as much as I can about spacestrategy. But for now, I understand I need to listen to and obey my superiors. Point is: I doubt anything amiss will occur during this voyage, but if it does, I want to help have a say in shutting it down.