Pick Your Power III: A Brave New World (Draft TIME)

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Post Post #22 (isolation #0) » Sun Apr 11, 2010 3:44 pm

Post by Sando »

/in :)
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Post Post #119 (isolation #1) » Mon Apr 12, 2010 7:31 pm

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Wait, an idea that at best barely helps town (ie, you're nowhere near 'breaking' this game) and if done badly, as this has been, gives scum an advantage, is a terrible idea?

No wai!
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Post Post #157 (isolation #2) » Tue Apr 13, 2010 7:06 pm

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I think this is how it works:

Step 1: Take all the first numbers that only got picked once and order them, that's the top of your list

Step 2: Group all of the numbers chosen by more than one person and order them by the first number.

Step 3: Within those groupings, order them via the second number, if there's double doubles, they go at the back of their group.

Done.

The 9s are last because it's the highest number chosen by more than 1 person. You're missing the word 'else' from your question.

Eight was picked by noone at all. Only 1 person picked 2,10,11,12,13, therefore noone ELSE picked it other than them.

Having said that, if I'm right, the example draft is wrong :P
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Post Post #161 (isolation #3) » Tue Apr 13, 2010 7:16 pm

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Yeah I thought that might solve my issue with the example draft. But the only one with more than 2 people on it also happens to be the highest number with multiple people. That explains it.
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Post Post #163 (isolation #4) » Tue Apr 13, 2010 7:28 pm

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Oh the 4's, I see now.
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Post Post #165 (isolation #5) » Tue Apr 13, 2010 7:36 pm

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Why would you need them to claim immediately? It merely narrows down the numbers of people with pro-town roles for scum to kill.

The only reason to use it is as scum, so we know that if it gets used, scum has it. I would think it would be more imperative for a townie that went for it and DIDN'T get it to claim straight away. That way we know that if it happens, there's scum above them somewhere on the list. Also, they're a VT so less likely to draw scum-fire, and if they do, it's guaranteed not to be on a PR.

Later, if we were thinking about directing kills, it might be nice to know if scum could screw with us with it, but I don't see how we need to know early D1?
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Post Post #168 (isolation #6) » Tue Apr 13, 2010 7:41 pm

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Weakdoc is nice in a mason-group btw. Having someone who can reveal who you were going to target when you died for protecting scum is nice. And you can protect a guaranteed townie if you want.
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Post Post #171 (isolation #7) » Tue Apr 13, 2010 7:49 pm

Post by Sando »

I agree, and having a mason partner with prior knowledge of who you're going to 'confirm' is fantastic. Means the scum can't WIFOM your kill, and if you hit scum, while dying, your partner at least basically gets a scum cop result.

It takes a tricky role that without announcing to the entire game who they're going to test can't really find scum, to a very, very strong role in a mason group.

Was just pointing out that the addition of a safe 'protect' could come in useful as well.
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Post Post #202 (isolation #8) » Thu Apr 15, 2010 7:33 pm

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My possible scum-list based on draft contained in:

Pom
Porkens
Serial OR Manho (these 2 aren't scum together imo)
Superawesome
Ellibereth
Budja
Fate
Zang (did zang roll? remove if he rolled)

Lynch in this order ftw! Kgo!
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Post Post #204 (isolation #9) » Thu Apr 15, 2010 8:13 pm

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My theory eliminates them from my list.

Basically, these people don't double with people, and have low second numbers.

Knowing that low second numbers are almost always a good thing isn't generally realised I feel. And I think that scum, with 5 peoples pooled knowledge, would be more likely to realise this and put low numbers for second numbers.
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