Question about handling priorities
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mole die suck die
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Azkar Townie
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Seol Logical Rampage
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Check out the League at WIFOM.net, where they're trying to implement this. Now, I have a number of issues with the whole concept, but if you want a starting point that's as good as any.Skruffs wrote:You think there could be a way to 'rate' players based on what happens in the game? This might be aprtially based on some of GL's roles in his last PR3 game, which got benefits from posting a certain thing certain times... and you wouldn't want a system to be biased, but I would think that people who are more involved in the game (People who initiate busses, who cast hammering votes, or whatnot) could be 'rewarded' appropriately. Or even just give each person a private 'number' before the gae starts and base it off that, like initiative.
My question on this is, what about 'bus drivers' or target switchers and compllicated stuff like that.
Three possible solutions:Azkar wrote:Hmm .. what if you had two roleblockers, A & B, and say a mafia, C. A targets B, and B targets C. Who's roleblock would go through, then? They couldn't really go through simultaneously, since you can't really be blocked from acting and act at the same time...
Just a pure hypothetical ..
1 - Give roleblockers a pre-set priority listing (eg roleblocker 1 acts first, then roleblocker 2)
2 - The blocker blocking a blocker blocks the blocker not blocking a blocker. Flavourwise, this is where the blocker watches their target and forcibly stops them from taking any action.
3 - Both blocks go through. Flavourwise, this is where the blocker has a stun-gun, and they both shoot their target early - it's too late to block the second blocker as he's already taken his shot.
I haven't had to deal with it in the past but I think I favour 2. 1 is arbitrary and clunky and 3 is unintuitive.[i]The hungry maw of Twilight snaps, but shall not have its fill,
Until one man hangs by his neck, by half this curs'd town's will[/i]-
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Kelly Chen Open-Minded
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Fiasco Goon
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2 is the only logical option in the absence of unusual special rules, and I don't see the need to have any. The one blocker's block doesn't go through, because he's blocked by someone who isn't himself blocked by anyone."I beseech you, in the bowels of Christ, think it possible you may be mistaken." - Oliver Cromwell-
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mith Godfather
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mole die suck die
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Cogito Ergo Sum YARR!
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Fiasco Goon
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CES, isn't that just another way to say you don't allow blockers to block each other's blocking ability? As long as you avoid pathological cases like mole's, there should be no problem with having everything resolve at the same time."I beseech you, in the bowels of Christ, think it possible you may be mistaken." - Oliver Cromwell-
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Cogito Ergo Sum YARR!
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mole die suck die
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Fiasco Goon
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Actually I'm not sure... the problem occurs whenever there are at least two roles with a blocking ability, and at least one of those roles also has another ability. A town roleblocker and a mafia roleblocker making the kill would work. Maybe I'd rule that everything resolves at the same time, and in the special case of a Roleblocking Paradox Loop all non-roleblocking abilities in the loop (e.g. mafia kill) get sucked in a hole in spacetime (i.e. don't work). But if you need a special rule like that, I can see the appeal of just using a special rule that blockers can't block blockers, too."I beseech you, in the bowels of Christ, think it possible you may be mistaken." - Oliver Cromwell-
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Mr. Flay Metatron
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This is an interesting one. A blocks B because there's no one to stop A. Does B get to act anyway because they sent their choice in first? Do they get to act because flavorwise, your blockers don't prevent certain types of actions? It would depend on the setup, and while I'm leaning toward B, it creates a paradoxical situation where Z blocking A prevents A from blocking B, which means B does in fact block killer C. I don't like that (it's like a Condorcet loop). So I'd probably resolve in favor of "blockers block anyone except other blockers, unless they block each other, in which case you Reboot the Universe due to an Out of Cheese error."Retired as of October 2014.-
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Glork Burdened by Proficiency
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...I fully intend on using this somewhere in a future game.Mr. Flay wrote:unless they block each other, in which case you Reboot the Universe due to an Out of Cheese error.-
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Zindaras Mr(s) Popularity
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Hypothetical situations like mole's are pretty easy to avoid and thus should never actually occur. If they do, well, sucks to be the GO.
I'd go for 2 in Seol's thing, by the way. It's most intuitive.ShowFinished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed-
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Fircoal Goon
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Ancalagon Goon
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MightyFireball Goon
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I'd think that Bus Drivers would go before everyone else because they affect the outcome of the NC of whoever they choose, no matter who that person is. I would probably put role resolutions in this order:
1. Role Switchers (Bus Drivers)
2. Role Blockers
3. Protective Roles
4. Killing Roles
5. Investigative Roles
6. Anything else.[color=orange][b] MIGHTYFIREBALL [/b][/color]
[color=green][i]An optimist believes that the world is as good as it can be Unfortunately, a pessimest believes the same thing; War is not the answer[/i][/color]-
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Skruffs Pantsman
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maybe there should be layers of orders. What if a roleblocker blocks A, and a busdriver switches A and themself? THey'd put themself into a situation where they would be blocked. >.>
I guess you clean up the loose ends first and work towards the more complicated things next. If a doctor protects a person and isn't blocked or killed or role switched, that should go through first. resolve everything that doesn't potentially have conflicts involved with other roles, and then determine the conflicts last?-
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Karo Townie
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