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  1. Forum:Archived S-FMs

    Thread:S-FM 348: Standoff

    Thread Author:MartinGG99

    Post Author:MartinGG99

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    ►►Re: S-FM 348: Standoff◄◄

    Considering the positive reception of the game setup and balance, I decided to add my setup notes to the first/End-game posts so that future potential hosts may look back on this game and potentially learn something from it if they so wish. These notes were already in the discord's spoiled chat, but discord servers don't last forever.
  2. Forum:Archived S-FMs

    Thread:S-FM 348: Standoff

    Thread Author:MartinGG99

    Post Author:MartinGG99

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    ►►Re: S-FM 348: Standoff◄◄

    Oh and, deadchat/mafia-chat link

    https://discord.gg/SD43QNDwGR
  3. Forum:Archived S-FMs

    Thread:S-FM 348: Standoff

    Thread Author:MartinGG99

    Post Author:MartinGG99

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    ►►Re: S-FM 348: Standoff◄◄

    END OF GAME

    The Loyalists have jointly conceded upon the death of Deathworlds, whom was a Loyalist Investigator.

    The other Loyalist was Marshmallow Marshall, who was a Loyalist Coward.

    Good game everyone!





    Spoiler : SETUP NOTES :

    Patriot Snitch
    Patriot Chemist
    Patriot Bartender
    Citizen
    Citizen
    Citizen

    Loyalist Coward
    Loyalist Investigator


    Reasons as to why its balanced:

    1. Snitch cant confirm themselves without dying. Effectively a low-power role, to help give some power to town.

    2. Coward can counter Chemist and to some extent Snitch, but not really bartender. Reason being Bartender's town play, if they are going to make use of their role, is to create fake-claimed situations in order to gauge reads. This happens regardless of whether Coward works and doesn't necessarily hurt town.

    3. Chemist can still target/kill the investigator. Also helps to prevent the game from just being over after two mis-eliminations, which I feel is a tad too easy for the loyalists to pull off. Especially on a site that doesn't always do productive d1's. If I made chemist to be doctor, armor smith, or gun smith, or even stagecoach driver instead, that could potentially confirm two people when tipping the game back towards town's favor and can be really damning if played right. With chemist, its a minimum of one patriot confirmed and one loyalist dead and isn't as likely to "confirm" two or more people. Granted, with chemist, it can back-fire. But so long as Chemist lives, the game can't quite end in Loyalist's favor.

    4. Loyalist Investigator can help loyalists discern fake-claims and what-not, which could improve their overall strategy and play. To some extent this alone could help them mitigate bartender / snitch 's impacts. Otherwise its low-impact-ish, which is what I think this setup needs to be roughly balanced in light of the town's options.
    [2:07 PM]
    ======================
    Setup could be a fair bit swingy though if Chemist dies in some circumstances (edited)
    [2:08 PM]
    But, I felt like we needed something to prevent or cause a kill in town's favor, and the alternatives could be worse I think for the game's balance.

    Edit: I think Coward having 1 less hide may make this more balanced, as Chemist in its current state may have an only one in seventh chance of RNG hitting a loyalist with the Coward hiding, but I can't make such a change without announcing it and, without thinking up other changes, it may risk spewing Coward as Loyalist and/or existing.
  4. Forum:Archived S-FMs

    Thread:S-FM 348: Standoff

    Thread Author:MartinGG99

    Post Author:MartinGG99

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    ►►Re: S-FM 348: Standoff◄◄


    SoD3



    @ikarusdk had died! They were:

    Spoiler : flip :

    Patriot Bartender


    Their last will was:

    Spoiler : will :

    1. I am a town bartender (my role in case of tailor)

    2. Gave MM a fake feedback, You used your bulletproof vest, and you were attacked last night!

    3. No matter who dies in night 2 between Vittae and i, the wolf pairing would be in an order of likelyhood IMO, (1)deathworlds/Mizery (2)dealthworlds/MM (3)loldebite/MM (4)loldebite/Mizery

    I am heavily leaning towards the first option at this point in time, given the effort loldebite and MM each have put in to answer Vittae's questions and I felt they were geunine. Between MM and Mizery, MM feels very town. Lack of deathworlds presence near EoD2 was a bit disappointing. Can't ignore the fact deathworlds have been townreading me all game, could potentially be trying to pocket me. Also Mizery's lack of contribution towards later day doesn't feel good.

    All I can say is that I feel those who don't seem to wanna solve this game are more scummy than those who do.

    5. Again, there is no pairing between MM/Mizery as w/w


    Day 3 ends in roughly 48 hours!

    3 votes to hammer.

    @deathworlds
    @Loldebite
    @Marshmallow Marshall
    @Mizery
    @Vittae
  5. Forum:Archived S-FMs

    Thread:S-FM 348: Standoff

    Thread Author:MartinGG99

    Post Author:MartinGG99

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    ►►Re: S-FM 348: Standoff◄◄



    EoD2

    Day was skipped.

    Night 2 ends in about 24 hours. Make sure to submit your action(s) at least an hour before that, or I may not accept the action submission depending on how far I am through the preparation process for day 3. Last wills will be accepted up until the moment I notify you of your death.
  6. Forum:Archived S-FMs

    Thread:S-FM 348: Standoff

    Thread Author:MartinGG99

    Post Author:MartinGG99

    Replies
    1,618
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    45,682

    ►►Re: S-FM 348: Standoff◄◄


    SoD2

    Since I have something to get to, this day will begin 10 minutes earlier and last 10 minutes longer.


    @Varcron has died! They were:

    Spoiler : flip :

    Patriot Chemist


    They left no last will. Day 2 ends in 48 hours + 10 minutes!

    4 votes to hammer.

    @deathworlds
    @ikarusdk
    @Loldebite
    @Marshmallow Marshall
    @Mizery
    @Vittae
  7. Forum:Archived S-FMs

    Thread:S-FM 348: Standoff

    Thread Author:MartinGG99

    Post Author:MartinGG99

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    ►►Re: S-FM 348: Standoff◄◄



    Posting a vote-count reset before I forget to do so when setting up the new vote-count later.
  8. Forum:Archived S-FMs

    Thread:S-FM 348: Standoff

    Thread Author:MartinGG99

    Post Author:MartinGG99

    Replies
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    45,682

    ►►Re: S-FM 348: Standoff◄◄



    EoD1

    powerofdeath (3 [L-2]):
    Marshmallow Marshall, deathworlds, ikarusdk
    Mizery (1 [L-4]):
    Varcron
    deathworlds (3 [L-2]):
    Vittae, powerofdeath, Loldebite
    Marshmallow Marshall (1 [L-4]):
    Mizery

    @powerofdeath dies in the tie!


    There were:
    Spoiler : filp :

    Patriot Citizen


    Their last will was:
    Spoiler : will :

    I townread Mizery
    Please vote MM tomorrow.

    If any towns voted me, sorry for being rusty.
    I am assuming 2 mafia voted me this round.



    Night 1 ends in about 24 hours. Make sure to submit your action(s) at least an hour before that, or I may not accept the action submission depending on how far I am through the preparation process for day 2.

    The first post will be updated soon.
  9. Forum:Archived S-FMs

    Thread:S-FM 348: Standoff

    Thread Author:MartinGG99

    Post Author:MartinGG99

    Replies
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    ►►Re: S-FM 348: Standoff◄◄

    annnnd times up

    processing EoD within next 10 mins
  10. Forum:Archived S-FMs

    Thread:S-FM 348: Standoff

    Thread Author:MartinGG99

    Post Author:MartinGG99

    Replies
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    ►►Re: S-FM 348: Standoff◄◄

    ISO links have been added to the first post.

    The difference between them and the "ISO Links" button you can find towards the top of the page is that the ones on the first post sort via most recent post while the ones in the button sort by oldest post.
  11. Forum:Archived S-FMs

    Thread:S-FM 348: Standoff

    Thread Author:MartinGG99

    Post Author:MartinGG99

    Replies
    1,618
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    45,682

    ►►Re: S-FM 348: Standoff◄◄

    I can see what edits occur in this thread and whether or not any malicious editing has occurred. Ikar's edit is perfectly fine.

    That said, I'd rather not have to provide a police statement every time someone edits, so please avoid editing if you can.
  12. Forum:Archived S-FMs

    Thread:S-FM 348: Standoff

    Thread Author:MartinGG99

    Post Author:MartinGG99

    Replies
    1,618
    Views
    45,682

    ►►Re: S-FM 348: Standoff◄◄

    @deathworlds
    @ikarusdk
    @Loldebite
    @Marshmallow Marshall
    @Mizery
    @powerofdeath
    @Varcron
    @Vittae

    Day 1 has begun! It ends in 48 hours. A countdown link will be added to the 1st post soon.

    5 votes to hammer.

    As a friendly reminder of the FM rules, five posts are required per day phase. I don't care what's in those posts, just only that you've made at least five. If you can't do that, I may replace you or warn you depending on my judgement.

    If there are any questions about anything, it is best to PM me either on-site or through discord. Public questions to me will not be answered unless I am suffering from a sudden and inexplicable need to be stupid.

    There may be more rules than what I've mentioned here, but if you're inexperienced, haven't played in past games in mine, or simply because of the fact I haven't clarified or mentioned it, you'll probably be given some level of leniency.
  13. Forum:Archived S-FMs

    Thread:S-FM 348: Standoff

    Thread Author:MartinGG99

    Post Author:MartinGG99

    Replies
    1,618
    Views
    45,682

    ►►S-FM 348: Standoff◄◄


    Host ISO Player Role (time of death)
    ISO Deathworlds
    ISO ikarusdk Bartender (SoD3)
    ISO Loldebite
    ISO Marshmallow Marshall
    ISO Mizery
    ISO powerofdeath Citizen (EoD1)
    ISO Varcron Chemist (SoD2)
    ISO Vittae

    Additional notes:
    Majority is enabled per request. 51% of the votes will mean a wagon is hammered and the vote bot will come in and lock the thread. I will likely process the hammer the next time it is 7pm EST, unless I am busy.

    Ties are decided by the loyalist/mafia's vote if and only if they did not split their own votes AND the resulting elimination would end the game in their favor. Otherwise RNG.

    Votes to skip/sleep work like any other vote. I normally process them in a special way, but because I forgot to clarify that in signups, they will instead be treated as if it was a regular wagon. If there are more votes to skip than any specific wagon, a skip will happen. If there is a tie involving a skip wagon, the tie will be treated as such, so there could be a skip if it is RNG'ed.

    Loyalist's chat runs 24/7, this was not specified in the setup nor in its replies so I am assuming this.

    Spoiler : role PM format :

    you are a (Patriot/Loyalist) role

    eliminate the opposing faction or have nothing preventing that from occurring

    game thread: https://www.sc2mafia.com/forum/showt...ndoff?p=973771

    (insert loyalist chat link)


    Spoiler : POST-GAME REVEAL OF SETUP NOTES :

    Patriot Snitch
    Patriot Chemist
    Patriot Bartender
    Citizen
    Citizen
    Citizen

    Loyalist Coward
    Loyalist Investigator


    Reasons as to why its balanced:

    1. Snitch cant confirm themselves without dying. Effectively a low-power role, to help give some power to town.

    2. Coward can counter Chemist and to some extent Snitch, but not really bartender. Reason being Bartender's town play, if they are going to make use of their role, is to create fake-claimed situations in order to gauge reads. This happens regardless of whether Coward works and doesn't necessarily hurt town.

    3. Chemist can still target/kill the investigator. Also helps to prevent the game from just being over after two mis-eliminations, which I feel is a tad too easy for the loyalists to pull off. Especially on a site that doesn't always do productive d1's. If I made chemist to be doctor, armor smith, or gun smith, or even stagecoach driver instead, that could potentially confirm two people when tipping the game back towards town's favor and can be really damning if played right. With chemist, its a minimum of one patriot confirmed and one loyalist dead and isn't as likely to "confirm" two or more people. Granted, with chemist, it can back-fire. But so long as Chemist lives, the game can't quite end in Loyalist's favor.

    4. Loyalist Investigator can help loyalists discern fake-claims and what-not, which could improve their overall strategy and play. To some extent this alone could help them mitigate bartender / snitch 's impacts. Otherwise its low-impact-ish, which is what I think this setup needs to be roughly balanced in light of the town's options.
    [2:07 PM]
    ======================
    Setup could be a fair bit swingy though if Chemist dies in some circumstances (edited)
    [2:08 PM]
    But, I felt like we needed something to prevent or cause a kill in town's favor, and the alternatives could be worse I think for the game's balance.

    Edit: I think Coward having 1 less hide may make this more balanced, as Chemist in its current state may have an only one in seventh chance of RNG hitting a loyalist with the Coward hiding, but I can't make such a change without announcing it and, without thinking up other changes, it may risk spewing Coward as Loyalist and/or existing.
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