On January 08 2011 07:24 JimboSilvers wrote:I lied. My plan isn't simple. But it is still effective
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JIMBOS PLANHere are the results from the past two PYP games.
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#1 Order 2 10 13 18
Picks:
1 1
6 1
8 1
12 1
#2 Order 1 7 8 13
Picks:
1 3
13 20
3 1
11 1 - couldnt coordinate with mafia
I was thinking from the perspective of using past game drafting patterns to be able to put the important town roles in a certain area. However I did not consider what lsb is saying, in that I would have no way of proving myself to be town in that time and thus could just as easily be mafia trying to get my buddies what we want.
So we'll see how it goes right now though.
What I noticed in reading both past games - Thanks Ace for suggesting it!
- is that mafia has a very difficult time getting top a number of picks or do not want to for several reasons. As you can see both games they got in the top 2 slots but then their picks start jumping all over the place.
There are various reasons for that, as having top picks in these games wasn't always ideal, but it got me thinking. Say the mafia want to get most of the top picks. How do they do it?
1- they can try picking a bunch of the top numbers; eg 1 2 3 4 5. However, this will inevitably produce clashing since townies will surely do so as well and mafia definitely won't remain in the top. They might get 1-2 in the top 8 or so, but the rest of their members will be stinking low in consequence.
2- Mafia picks numbers all over the place and hopes the town clashes a lot. This is purely luck and probability means 1-2 mafia will be in the top 6, which is A-OKAY.
3- They could triple up on a high number e.g 1, then have the other 2 picking likely unique numbers eg 13, and hope everyone else clashes. This gives them a legitimate chance of getting up there in numbers but it also very well might screw them over completely.
Mafia have a much easier time assuring themselves a number of picks in the middle, namely by clashing with each other on a high number and spreading some with high numbers unlikely to be picked.
If anyone has any way the mafia could assure themselves a majority of the top slots, please post so. Otherwise I think I'm onto something.
The reason this is important is where the assigned roles are. We clearly need to have a few roles accountable. The previous plans, and current plan, followed the train of thought that KP boosting and important-to-deny-mafia roles needed to be picked first. What ended up happening was that the first 3 or more slots were sealed up, eg it didn't matter what alignment the people who got them were because they were held on accountability.EG If the prince of darkness acts, something's wrong and he must die. That meant that the best town roles got thrown into 4-something, where the majority of the mafia will be located. This doesn't make sense.
We want the pro town roles in the hands of the town and the anti town roles in the hands of ACCOUNTABLE mafia (or town or sk).
Superduper Town roles=
Jack
Bullet Bill
Bullet Proof
Parity Cop
Doctor
Veteran
In addition there are some solid to mediocre town roles.
Role Cop=
Mason
Tracker
Hider
Witch
Accountable Roles=
CPR Doc
vigi
Roleblocker
Copycat - because of the day vigi the infinite kp role point brought up earlier
Now you might object that there will be clashes. Yes, there will. And that is not actually that horrible. For one, mafia will clash too. They won't be able to get what they want as easily. And mafia clashing will make other roles better, namely Tracker. A roleblocking mafia gets followed to his roleblock target. A vanilla mafia gets followed to the kill
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For two, it's more important that good townies get the really superduper roles and we get a few greens than the really superduper roles die right away because they are known and we're left with the shitty roles. Jack and Bullet Bill and infinitely better than Tracker or Mason.
It doesn't really matter what alignment comp vigi and CPR doc are as long as we know who they are. If their shots don't follow their assigned targets, then we know they're mafia.
So-
JIMBOS PROPOSAL-Players 1-6 will pick a very pro town role. Preferably one of those I listed in blue but there are some others like witch that can prove useful too or hider to mess with hits going in the top 6.
-Players 7-10 will pick CPR doc, vigi, Roleblocker, and Copycat in that order. Town will vote during the night phase for the kp to use as a type of extra lynches. They don't follow orders, they die. Maybe we should assign Prince as #11? I'm not sure how bad this role actually is for the town? Janitor as #12? Might be nasty.
-Everyone else picks what they want.
Mafia can pretty much guarantee they will get 1 person in the top 6 somewhere, maybe two as they have 5 people. But that still leaves a 4-5 townies with very powerful roles. We need those roles to win.
What's better, the mafia cannot exploit this fact like they can an LSB list because of the bulletproof/veteran threat and the fact that the doctor will likely protect in that area.
The things I'm not certain on are should we do anything about the kinda mediocre pro scum roles? Or just tell townies not to pick them and have rolecop know if he gets scum by seeing that pop up? And is 6 the right number for the cutoff?
FEEDBACK PEOPLE LETS GOGOGOO