Something_Smart is an awkward poster and I'm not seein' red based on that post alone.
ErrantParabola on the other hand is the truest bluest Capitalist in the land and any strikes against them are bad and you should feel bad.
From what I understand, there's not even any guarantee there's any possible advantage to us would be going through DEFCON 3 and 2. And even then it's not super significant. Sooo...
VOTE: TOTAL WAR
In general I agree with you. We definitely should be keeping in mind however the value of keeping certain abilities away from scum however. In other words, I wouldn't assume someone is automatically scum for example if it comes up that they have Counterintelligence.RedCoyote wrote:Troop options for dummies:
Fighter: Ability tracker. (Usefulness for town: 3/10)
Espionage: Cop. (Usefulness for town: 9/10)
Aircraft Carrier: Jailkeeper that stops nukes during the day as well. (Usefulness for town: 8/10)
Battleship: Doctor. (Usefulness for the town: 6/10)
Radar: Target tracker. (Usefulness for the town: 5/10)
Covert Ops Team: Jailkeeper only for Missle Silos (Usefulness for town: 4/10)
Counterintelligence: Bus Driver (Usefulness for town: 0/10 ... Only good for keeping away from scum)
Submarine: Vig. (Usefulness for the town: 7/10)
Eavesdrop: Sometimes hear scum night talk (Usefuleness for the town: 6/10)
Air Base: Kind of like an unlimited Bulletproof sans nukes. (Usefulness for the town: 8/10)
Fallout Shelter: Unlimited Bulletproof for nukes only. (Usefulness for the town: 2/10)
Fail Safe: PGO. (Usefulness for the town: 2/10)
Strategic Missle Defense: Nuke Doctor. (Usefulness for the town: 3/10)
Y'all think this is about right? I haven't read any of the discussion yet. These are my initial interpretations. The usefulness number is just my subjective calculation. If you think I'm missing someone or getting it wrong, please argue with me.