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Post by iamtheaznman on Jun 21, 2009 23:38:20 GMT -5
Whoops. Wrong Labyrinth.
Anyways we have a shit ton of abilities:
Deception of the Elves - Each night, the goblins as a group must choose where maze will exit the following night.
Failure of the Dwarves - Each night the goblins as a group may kill 1 additional player per group who is trapped in a location with no exits. The player must be in the group that is trapped.
Cofusion of the Faeries - Each night, the goblins as a group must remove 4 paths from the maze.
Weakness of the Dragons - Each night, the goblins as a group may choose 2 targets to kill. PM me the names of these targets.
Impulse of the Humans - Each night, the goblins as a group must add 4 paths to the maze.
Greed of the Daemons - A group with a goblin in it may not exit the maze.
Win Condition: You win the game if the Goblins outnumber non-goblins in the thread. A player who wins the game and leaves counts as one half of a player for this purpose. In this way, you must prevent as many people as possible from exiting the maze.
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Post by iamtheaznman on Jun 21, 2009 23:39:03 GMT -5
OS if you can color this board differently so we don't get it confused with our team proboards that would be awesome.
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Post by Orange Crazy on Jun 21, 2009 23:41:20 GMT -5
You are an admin now. Go for it
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Post by iamtheaznman on Jun 21, 2009 23:48:00 GMT -5
Looking at abilities, geniuses/prodigies are probably the people we need to kill first.
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Post by iamtheaznman on Jun 21, 2009 23:50:07 GMT -5
Teams without Mafia:
Team (ad)Venture Infidel jdarksun Dunadan019 Moleface Typhus
The Lookouts The_Reflection Fatal3rr0r Obbi Zellpher real_pochacco
Labyrinth Cartographer's Guild cj iwakura MrBlarney PowerPuppies RomanticUndead Plutonium TheLawinator
The Evil Murderbeasts kime Daius Simonwolf Burnage Darian Malkor
Team Jailbait Delmain lonelyahava dunedainjedi TehSloth Trust
Although we can't solely hit them, they can escape already so we may need to prevent these teams escapes the most.
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Post by Orange Crazy on Jun 21, 2009 23:51:53 GMT -5
Team Insanity is going to be awesome help to the mafia I think.
We can use that well. Our plan was if anyone got kill abilities to kill spreadsheeters. I really wanna go down that route because I love the confusion it bring to people that don't spread sheet.
I don't think it is a good idea, because then other people in Team Insanity may get ideas.
I think we should kill by ability personally. Start with the most useful ability and work down.
We also might want to do some kinda misdirecting of kills to make people think we have a member in a team that is trying to gain control.
In truth we want to mainly focus on killing people from teams we do not have anyone on since no one can exit when we are in the group.
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Post by Orange Crazy on Jun 21, 2009 23:53:28 GMT -5
Labyrinth Cartographer's Guild and The Evil Murderbeasts are going to be the most threatening factions I think.
I think I am going to ditch the player list thread and just combine it with the teams thread since that will be more useful.
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Post by corpsert on Jun 21, 2009 23:54:37 GMT -5
Yeah, while I agree with killing by ability and in non-goblin groups, we're going to have to kill enough in our own groups, and of other types not to draw suspicion on the remaining useful ability players and the relatively untouched teams.
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Post by iamtheaznman on Jun 22, 2009 0:01:15 GMT -5
Changed the colors. Hopefully this differs from all your boards.
I mean if they notice that we are only killing Geniuses/Prodigies what can they do about it? I'm sure by now each group with a Genius/Prodigy realizes how valuable they are.
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Post by corpsert on Jun 22, 2009 0:02:16 GMT -5
Well, if we kill all the geniuses except those of us that are geniuses, that might be a little obvious.
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Post by iamtheaznman on Jun 22, 2009 0:03:20 GMT -5
Ah that is what you meant. Indeed then. The best thing to do for sure is to get teams stuck in dead ends so we can get those extra kills. So we need to probably see who is most useful on a team by team basis. Starting with the not us teams probably.
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Post by Orange Crazy on Jun 22, 2009 0:16:12 GMT -5
Map added and rules defined
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Post by iamtheaznman on Jun 22, 2009 0:18:21 GMT -5
I wish we had Blarney on our team, I'm sure he could figure out the most optimal strategy for the next few days. I'll look at it again in the morning, I'm sure one of us will figure out a plan for all this map business.
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Post by iamtheaznman on Jun 22, 2009 0:21:03 GMT -5
Also geniuses you should probably tell the truth about your abilities and stuff because groups could be working together and such.
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Post by corpsert on Jun 22, 2009 0:24:14 GMT -5
So, basically, I think we should generally try to place the exit next to tiles with plenty of exits, but minimize the number of exits that will lead to the exit.
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Post by Orange Crazy on Jun 22, 2009 0:24:57 GMT -5
Take away Path between 2/3 Path between 7/8 Path between 7/12 Path between 12/17 Path between 17/18
Add Path between 11/16 Path between 21/22 Path between 22/23 Path between 6/11
I like something like this.
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Post by iamtheaznman on Jun 22, 2009 0:25:32 GMT -5
Take away Path between 2/3 Path between 7/8 Path between 7/12 Path between 12/17 Path between 17/18 I like something like this. How often do we move the exit again? Add Path between 11/16 Path between 21/22 Path between 22/23 Path between 6/11 Once each night, but it takes two days to move. So whatever we pick tonight is changed on Day 3.
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Post by thelabyrinth on Jun 22, 2009 0:26:14 GMT -5
Take away Path between 2/3 Path between 7/8 Path between 7/12 Path between 12/17 Path between 17/18 Add Path between 11/16 Path between 21/22 Path between 22/23 Path between 6/11 I like something like this. Every night.
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Post by corpsert on Jun 22, 2009 0:27:41 GMT -5
I'm going to make a nice map in Adobe Illustrator tomorrow that will be much easier to manipulate than the MSPaint one, and post that.
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Post by Orange Crazy on Jun 22, 2009 0:28:15 GMT -5
I'm thinking we move it to 2 then when everyone gets close move it to the opposite corner of the maze how many spaces can a team move each night? just one?
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Post by corpsert on Jun 22, 2009 0:29:41 GMT -5
I think teams can only move one, but from what McBlarney looks to be coordinating, we won't have all the teams going in one direction.
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Post by Orange Crazy on Jun 22, 2009 0:30:44 GMT -5
"The Elves cast their spells to see the Faeries playing tricks on me. The Dwarves hold their ground stoically, with Dragons flying wild and free. The Humans end their jubilee, as the Daemons rise from the Dark Sea.
other factions weeeee
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Post by Orange Crazy on Jun 22, 2009 0:57:32 GMT -5
Did a projection for the next 3 days until the exit is moved: After Day 1: After Day 2: After Day 3: This results in 2 teams trapped on Day 3
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Post by Goblin Kay on Jun 22, 2009 10:28:22 GMT -5
So. Is there anyone in particular that we want to guide into a trap, or..?
I don't think that people will continue to spread out in the pattern you've posted, OS. Once they sense the exit being further away, people will want to move towards it, not away.
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ebfan
New Member
Posts: 17
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Post by ebfan on Jun 22, 2009 10:33:08 GMT -5
I don't necessarily think that geniuses are going to be the best target. I feel we can mess with them fairly easily. I mean, for most of the scenarios you just posted, they actually would be getting further and further off the path the closer they got to the exit. Not to mention we could then completely throw everybody off by moving the exit. Killing a couple might be a good idea, but I personally don't think it is particularly imperative that we kill them all.
I personally like the idea of taking out some cautious players. We will be able to much more easily lure teams without cautious players into a dead end which would let us trap teams more easily.
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