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Post by Goblin Kay on Jun 22, 2009 10:48:42 GMT -5
Cautious and Crazies are going to be trouble. Genius players are going to be easy to mess with, Ebfan's right.
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Post by iamtheaznman on Jun 22, 2009 11:00:09 GMT -5
Cautious won't be that bad, They will still go into rooms with two paths. Then that night we remove two paths and trap them.
I guess Crazy is probably pretty good to kill since they can run through a path and escape a dead end.
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Post by corpsert on Jun 22, 2009 12:09:23 GMT -5
Yeah, I agree with placing priority kills and crazies and cautious players. Good thing we have an in on the crazy team.
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Post by iamtheaznman on Jun 22, 2009 12:35:59 GMT -5
So anyone have thoughts on the two people we want to kill?
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Post by Spectrum on Jun 22, 2009 14:03:22 GMT -5
Finally approved. =p
My initial inclination was to kill Optimists and Crazies as quickly as possible. There's no point in doing a lot of work to trap a group and eat a kill if they're just going to burn an ability to get out of it. Geniuses should be easy to screw with. Cautious maybe, maybe not. A 'wrong' path can turn into a 'right' path and vice versa, after all (saying this having not yet looked at the map).
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Post by iamtheaznman on Jun 22, 2009 14:10:41 GMT -5
Also Kime just contacted me fishing asking if I got a role outside of Vanilla. I assume he is someone special and may need to be killed tonight (as much as I hate to kill Kime Day 1).
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Post by Spectrum on Jun 22, 2009 14:13:03 GMT -5
Can I get admin, please? I tend to need/want to do a fair amount of work in editing stickies and other important posts.
Give me a sec to re-read people's inclinations and then I'll post a plan. There can be some delightful ways we can screw with people in this game.
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Post by iamtheaznman on Jun 22, 2009 14:25:58 GMT -5
I think OS needs to do it since he is the owner of the proboards. I don't have the option to.
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Post by Goblin Kay on Jun 22, 2009 14:55:31 GMT -5
Kime said:
I was just going to tell him I was a Maze Runner, as I was told originally yesterday. Anyone think that's a bad move?
However, one of the guys in my team, Julius Caezure, also had this to say:
So we're thinking that Kime and Jules are specials? Not sure that killing Jules early would be a good idea - he asked the team as a whole about the faction thing.
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Post by Spectrum on Jun 22, 2009 14:57:13 GMT -5
Say nothing yet.
Look at our numbers. We're low for a mafia. 10 people out of 70? Now think about that. 7 factions named, Human, Dragon, Goblin, Elves, Faeries, Daemons, Dwarves. I believe *everyone* was assigned a faction and is no longer a 'Maze-Runner'.
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Post by Spectrum on Jun 22, 2009 14:58:22 GMT -5
Okay, the way I see it, we've got two viable strategies for labyrinth control. We should probably pick one and stick with it.
a) Bounce the exit back and forth between two corners (three corners if necessary). b) Keep the exit in the same area (roughly) and make it very difficult to access, then move it at the last second and seal the place in.
I'm in favor of b.
Here's my plan for today: Exit to 6 Cut: 1-2 6-7 11-12 16-17 17-18
Add: 1-6 6-11 11-16 21-22
This intends to funnel everyone into the west wall. We bounce the exit back and forth between 1 and 6 every day until someone reaches 16 (or possibly 21 depending where people end up), at which point we push the exit to 25 and start remodelling that side to force entrance only from the top. The day the exit moves, we cut access to the west side and then start collapsing that corridor.
One sec while I check the roster to see who to kill.
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Post by Goblin Kay on Jun 22, 2009 14:58:55 GMT -5
10 people out of 7? Not sure what you mean there.
It's entirely possible that everyone was. If they were, Rend should have told us, I guess. This is Yet Another Role Call situation.
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Post by Spectrum on Jun 22, 2009 15:00:41 GMT -5
Read my edit. =p
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Post by iamtheaznman on Jun 22, 2009 15:00:57 GMT -5
Well I already told Kime I was a Maze Runner since we were talking on AIM, so I hope that is not true.
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Post by Spectrum on Jun 22, 2009 15:01:56 GMT -5
Alternatively, one wrinkle we can use instead of doing an exit bounce is to keep it at 1 and 6, cut the 6-11 connection when necessary, and then reroute the north so that you approach from the NE. That may be easier...*however* I am VERY wary right now of a faction with an ability to force a connection open. Specifically Dwarves, if anyone has this ability. This would be vulnerable to a group reaching 11, us cutting the connection, and them forcing it back open for a day and walking through.
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Post by iamtheaznman on Jun 22, 2009 15:03:01 GMT -5
Alternatively, one wrinkle we can use instead of doing an exit bounce is to keep it at 1 and 6, cut the 6-11 connection when necessary, and then reroute the north so that you approach from the NE. That may be easier...*however* I am VERY wary right now of a faction with an ability to force a connection open. Specifically Dwarves, if anyone has this ability. This would be vulnerable to a group reaching 11, us cutting the connection, and them forcing it back open for a day and walking through. I'm willing to bet a lot on the fact that there are other people who can mess with the map.
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Post by Spectrum on Jun 22, 2009 15:09:07 GMT -5
I'm not taking that bet. =)
Using my plan, the earliest someone can threat the exit is Day 6 in Square 16 with single moves. Day 8 they reach 6, Day 9 they reach 1.
If we just swap the exit constantly... Day 3 - 6 Day 4 - 1 etc so Day 8 it's in 1, Day 9 it's in 6. This means under this plan, we should move the exit on Day 6 to 25.
What I'm afraid of is a Dwarf getting to 2 or 7 and then just forcing the connection there and bypassing the corridor. There may be value in cutting all the connections around 2 and 7 earlier just to keep people away...hrm.
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Post by thelabyrinth on Jun 22, 2009 15:11:32 GMT -5
10 people out of 7? Not sure what you mean there. It's entirely possible that everyone was. If they were, Rend should have told us, I guess. This is Yet Another Role Call situation. I will confirm to you that there are still maze runners. You are not among them. The maze runner win condition has not changed. So yes, you are the mafia. And yes, there are villagers. Also, read the labyrinth map thread- cannot use the same exit location twice.
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Post by Spectrum on Jun 22, 2009 15:13:22 GMT -5
10 people out of 7? Not sure what you mean there. It's entirely possible that everyone was. If they were, Rend should have told us, I guess. This is Yet Another Role Call situation. I will confirm to you that there are still maze runners. You are not among them. The maze runner win condition has not changed. So yes, you are the mafia. And yes, there are villagers. Also, read the labyrinth map thread- cannot use the same exit location twice. I had assumed that meant "can't use the same location twice in a row". So, uh, that means that we can't put the exit back in 1 no matter what? Do I understand that correctly? =)
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Post by thelabyrinth on Jun 22, 2009 15:13:53 GMT -5
Yes, that is correct.
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Post by Spectrum on Jun 22, 2009 15:19:07 GMT -5
Thanks!
Okay, a bit annoying, but not that big a deal. What this means instead, if we want to stay with my structure, the exit moves are as follows: Day 1 - 21 (Day 3 closest is 17) Day 2 - 16 (closest is 22) Day 3 - 11 (etc) Day 4 - 6 Day 5 - 4/9/14, then walk it up, then east, then south to 25.
We abort the pattern quickly if someone makes it to 2/7 and then forces a connection open there.
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Post by Orange Crazy on Jun 22, 2009 15:23:48 GMT -5
Sorry guys just got back spectrum you are admin now.
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Post by Spectrum on Jun 22, 2009 15:38:55 GMT -5
Okay, my kill suggestion is that if we go with my plan (and more discussion would be great guys <3), we should try to whittle down one of the teams that declares West, as they'll be closest. For now, that's only Team Insanity and we don't want to kill too many of them to make sure Sunkist has some cover.
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Post by iamtheaznman on Jun 22, 2009 15:53:39 GMT -5
Well in team Insanity's team we could kill their genius, Dac Vin. Depending on who goes west it could make the village have less information.
Also we should still look into killing people who may or may not be specials, notably Kime and JC. From Kimes PMs it seems he may be a neutral who wins as soon as some faction wins? That seems like a highly implausible win condition, but we don't know what JC is so I'm leaning towards him.
And your exit plan looks fine to me, we still have to see what gets added/taken away from the Maze tonight before we have a real long term plan.
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Post by Spectrum on Jun 22, 2009 16:02:15 GMT -5
Speculation on possible village specials: Dwarves - open a path? Dragon - vig? Human - limited-use double move? Elf - seer? Faerie - ? Daemon - guard? others? - ?
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