Elemental Mafia- Game Over!


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Post Post #300 (ISO) » Fri Apr 18, 2008 12:14 pm

Post by Xtoxm »

If that happens it benefits town, yes. There is no way of knowing if it happened, and it is irrelevent to town, if someone moves from one cult to another, even if they were town a one point.
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Post Post #301 (ISO) » Fri Apr 18, 2008 12:15 pm

Post by kabenon007 »

But whether or not we know about it does not change the fact that there would still be one more townie, who has power just by adding numbers to the town. I'm just saying that it might not be as grim a night as we think.
I put the "laughter" in manslaughter.
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Post Post #302 (ISO) » Fri Apr 18, 2008 12:16 pm

Post by lord_hur »

Hmm actually, if CRs can fight with each other for recruits, that's less pressure for town, since they're not the only pool of players who can be recruited.
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Post Post #303 (ISO) » Fri Apr 18, 2008 12:18 pm

Post by Muerrto »

kabenon007 wrote:I'm just saying that, in those ideal circumstances, it is helpful to the town.
If a town is picked and a cult member is picked? Of course. Heck if 2 cops are picked that's awesome.

But what does that have to with whether it succeeds or not?

The correct scenario should've been

Cult A and B, A picks a townie, B picks a cult A member. Either:

1. Cult A stays the same size and B grows 1 and town loses 1

or

2. Cults A gains 1, B stays the same because it fails, and town loses 1

Same scenario for the town. Your scenario had them targetting different people. But how would whether it fails or not change the target?
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Games - 31
Town - Win=9, Loss=10
Mafia - Win=5, Loss=4
Abondoned = 3

I feel for the rest of the players every time I get a town PM.
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Post Post #304 (ISO) » Fri Apr 18, 2008 12:20 pm

Post by Muerrto »

EBWOP: Why did that take almost a full page to discuss and come to a conclusion about?

It's not hard. If town's green and cult's are red and blue, no matter how much red and blue swap, how does that affect the size of the green?
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Games - 31
Town - Win=9, Loss=10
Mafia - Win=5, Loss=4
Abondoned = 3

I feel for the rest of the players every time I get a town PM.
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Post Post #305 (ISO) » Fri Apr 18, 2008 12:22 pm

Post by Muerrto »

lord_hur wrote:Hmm actually, if CRs can fight with each other for recruits, that's less pressure for town, since they're not the only pool of players who can be recruited.
Sigh but the cults don't KNOW who is in another cult so they will be targetting other cults and the town.

Whether it fails or not no matter who they target doesn't affect the town in any way shape or form. It only affects the cults. And since it affects the cults equally it really doesn't matter whether they're recruitable or not, just makes it really complicated for the person who shifted cults five times =p
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Games - 31
Town - Win=9, Loss=10
Mafia - Win=5, Loss=4
Abondoned = 3

I feel for the rest of the players every time I get a town PM.
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Post Post #306 (ISO) » Fri Apr 18, 2008 12:40 pm

Post by farside22 »

I changed my vote to mizzy but forgot to unvote. I don't know if I believe her myself, but since she will be leaving us. (Good Luck by the way the next few weeks will be rough and I should know). I think TSN is the better lynch.
unvote:
vote: TSN
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Post Post #307 (ISO) » Fri Apr 18, 2008 4:12 pm

Post by kabenon007 »

Because if the blues and reds hadn't been swapping each other, the green would have gone down. But because the red and blue are fighting amongst themselves, they are not depleting the green. While the town doesn't gain members, it doesn't lose them either.
I put the "laughter" in manslaughter.
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Post Post #308 (ISO) » Fri Apr 18, 2008 4:42 pm

Post by Muerrto »

kabenon007 wrote:Because if the blues and reds hadn't been swapping each other, the green would have gone down. But because the red and blue are fighting amongst themselves, they are not depleting the green. While the town doesn't gain members, it doesn't lose them either.
No because remember the blues reds and greens don't KNOW who's blue red or green =p

Please re-read my scenario and see how it never affects the town.

Either that or someone else post on this and explain it better.

If the cult KNEW who the town/other cults were then it'd make a difference because they'd obviously choose the town or choose the other cults depending. But if they're simply picking from a grab bag and you take 2 scenarios where they take the same people it matters not.

Here we go, nice and in depth lol

Cult A, Cult B, town

Scenario 1: Both cults take from the town(by chance since they don't know).

1a and 1b. town loses 2 whether cultists can be recruited or not.

Scenario 2: Cult A takes from Cult B and Cult B takes from Cult A.

2a. They switch places being recruited, town loses nothing.

2b. They don't because it fails, town loses....wait for it...nothing.

Scenario 3: Cult A takes from town, Cult B takes from Cult A

3a. Cult A stays the same and Cult B grows 1, town also loses 1

3b. It fails so Cult A grows 1, Cult B loses 1, and town also loses...wait for it...wait for it....ONE!!!

So as we can see class, IT DOESN'T MATTER! Whether they're recruitable or not does NOT ever, ever, EVER affect the town.


Now is this discussion helpful in any way or necessary? No. But don't quote statistics wrong and expect me to sit back and watch =p
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Games - 31
Town - Win=9, Loss=10
Mafia - Win=5, Loss=4
Abondoned = 3

I feel for the rest of the players every time I get a town PM.
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Post Post #309 (ISO) » Fri Apr 18, 2008 5:34 pm

Post by TheSweatpantsNinja »

Unvote, vote TSPN.


If it will take two pro-town players dying to get this town to stop going in circles and start lynching, then so be it. Besides, I
am
recruitable, so I need to die before this day is over anyway. (So does mizzy).

I don't buy macavenger's claim. Its just such a convenient "probably not in the game but believable anyway" choice. Jedinight also rubs me the wrong way.
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Post Post #310 (ISO) » Fri Apr 18, 2008 5:44 pm

Post by kabenon007 »

I'd say that whether the town loses one or two townies matters.
I put the "laughter" in manslaughter.
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Post Post #311 (ISO) » Fri Apr 18, 2008 5:57 pm

Post by TheSweatpantsNinja »

I'd assume cults can cross-recruit.

Dear Cult Leaders: I encourage you to cross-recruit other cultists! They'll know who the other leaders are, and then you can kill them! Yay cross-kills!
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Post Post #312 (ISO) » Fri Apr 18, 2008 6:15 pm

Post by kabenon007 »

TheSweatpantsNinja wrote:I'd assume cults can cross-recruit.

Dear Cult Leaders: I encourage you to cross-recruit other cultists! They'll know who the other leaders are, and then you can kill them! Yay cross-kills!
QFA
I put the "laughter" in manslaughter.
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Post Post #313 (ISO) » Fri Apr 18, 2008 6:23 pm

Post by dahill1 »

The "Still Waiting on Co-Mod Powers" Vote Count

(8) TSPN: (Macavenger, Cavebear, Armlx, Roland, Muerrto, Xtoxm, Farside, TSPN)
(4) Macavenger: (Erg0, Korlash, Ooba, Kabenon)
(2) Mizzy: (Kison, Mneme)
(2) Jediknight: (Elvis Knits, DoS)
(1) Muerrto: (DGB)
(1) Elvis Knits: (Jediknight)
(1) Kison: (Lowell)
(1) Cavebear: (Mizzy)
(2) Not voting: (Lord Hur, Andycyca)

With 22 players remaining, it's 12 to lynch.
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Post Post #314 (ISO) » Fri Apr 18, 2008 8:03 pm

Post by Muerrto »

kabenon007 wrote:I'd say that whether the town loses one or two townies matters.
Lmao I give up, you simply don't understand...

THE CULTISTS DON'T KNOW WHO'S TOWN OR CULT SO THEY'RE PICKING RANDOMLY! WHETHER THEY CAN CROSS RECRUIT OR NOT WON'T AFFECT WHO THEY PICK SINCE IT'S RANDOM!

Not sure if that was clear enough but I'm definitely leaving this subject be. PM later if you want to know how statictics work =p
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Games - 31
Town - Win=9, Loss=10
Mafia - Win=5, Loss=4
Abondoned = 3

I feel for the rest of the players every time I get a town PM.
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Post Post #315 (ISO) » Fri Apr 18, 2008 8:15 pm

Post by kabenon007 »

I think we were talking about two different things... lmao. I was saying that cross recruiting could benefit us, and you were talking about their choice. Eh... whatevs.
I put the "laughter" in manslaughter.
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Post Post #316 (ISO) » Fri Apr 18, 2008 8:17 pm

Post by lord_hur »

Muerrto wrote:
kabenon007 wrote:I'd say that whether the town loses one or two townies matters.
Lmao I give up, you simply don't understand...

THE CULTISTS DON'T KNOW WHO'S TOWN OR CULT SO THEY'RE PICKING RANDOMLY! WHETHER THEY CAN CROSS RECRUIT OR NOT WON'T AFFECT WHO THEY PICK SINCE IT'S RANDOM!

Not sure if that was clear enough but I'm definitely leaving this subject be. PM later if you want to know how statictics work =p
Muerrto wrote:
lord_hur wrote:Hmm actually, if CRs can fight with each other for recruits, that's less pressure for town, since they're not the only pool of players who can be recruited.
Wrong. If a CR targets (at random) a player already following another cult, that other CR knows that that particular player has been stolen from his cult and is currently in another cult. He can thus try to steal him/her back. This can be a good option because the CR already knows that the person is recruitable, so that his action WILL have an effect. And this is pro-town because the CR is not trying to tap from town.
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Post Post #317 (ISO) » Sat Apr 19, 2008 1:52 am

Post by DrippingGoofball »

Nothing wrong with going in circles. Later we can look for relationships. The more and the faster the merrier.

Now we should pick on Xtomx.

unvote, vote: Xtomx
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Post Post #318 (ISO) » Sat Apr 19, 2008 2:02 am

Post by lord_hur »

EBWOP : ignore the second quote attempt.
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Post Post #319 (ISO) » Sat Apr 19, 2008 2:04 am

Post by Battle Mage »

Macavenger wrote:
Mod:
Can you tell us if cult recruits become unrecruitable, or could their cult membership change by being recruited by a different leader?
Cult Members are far more loyal than townies. Once they are in a cult, they stay there.
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Survived to the end and won - 11
Nightkilled - 10
Survived to the end and lost - 6
Day-elimmed by majority - 4

winrate as scum: 78%
winrate as town: 55%
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Post Post #320 (ISO) » Sat Apr 19, 2008 5:21 am

Post by dahill1 »

Battle Mage wrote:
Cult Members are far more loyal than townies. Once they are in a cult, they stay there.
ha! i told you guys but no one believed me!
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Post Post #321 (ISO) » Sat Apr 19, 2008 5:29 am

Post by lord_hur »

dahill1 wrote:
Battle Mage wrote:
Cult Members are far more loyal than townies. Once they are in a cult, they stay there.
ha! i told you guys but no one believed me!
Yes, I thought so too, but a cruel mod just shattered my last ray of hope concerning this subject. Damn you BM, damn you !

It is more important than ever to not got into night.
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Post Post #322 (ISO) » Sat Apr 19, 2008 6:22 am

Post by Korlash »

Unvote:

Vote: TSPN



FoS: Lord_hur


You say it's important not to go to night yet your not voting someone likely to be lynched. It's easy to say "Lets keep it day people!" but words without action are pretty useless.

And... well I'm mostly voting because of the self vote thing. I think doing that is stupid in any game. Probably why i do it alot XD
It's not my job to be right, it's my job to be convincing.

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Post Post #323 (ISO) » Sat Apr 19, 2008 7:14 am

Post by lord_hur »

Korlash wrote:You say it's important not to go to night yet your not voting someone likely to be lynched. It's easy to say "Lets keep it day people!" but words without action are pretty useless.
I just meant I can't see a case in which voting "End day" wouldn't be anti-town.

As I said earlier, I will follow Adel's strategy involving quicklynching. I knew I'd be active today and TSPN is still at L-3, but you're right, I could as well have voted him earlier.

Vote:TSPN
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Post Post #324 (ISO) » Sat Apr 19, 2008 7:32 am

Post by armlx »

Agee 1000% with the End DAy = anti-town sentiment. Talking > not talking.
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