Search found 5 matches

by Silverwolf
Sat May 21, 2016 11:12 am
Forum: The Lounge
Topic: Win rates by faction on The Syndicate
Replies: 118
Views: 3819

Re: Win rates by faction on The Syndicate

Dragon D. Luffy wrote: - Allowing scum players to talk and send actions after death: pro-mafia
This is something that I've never seen anywhere else and really shouldn't be allowed. It is very scum sided if scum take advantage of it. In my last game, they didn't.
- Banning info dumping: pro mafia
Something again, I've never seen anywhere else. Last game, Futurama, town won because cop infodumped
- Civilians don't win if they are dead: VERY pro-mafia
They should win if town wins. I've never heard of them not.
- Unchangable votes: pro-mafia
I can't stand this mechanic. It removes power from the power of the vote that makes a game stronger for town.
- Not flipping roles that are killed in the night: pro-mafia
Never seen this before either. As town, I use flips a lot to analyze. If I can't do that, it makes the game harder to win for town.

Some things I see are are pro-town, like allowing posts in the night, but they don't seem to compensate.

Give civs stronger roles, for example, to compensate for the fact they are not allowed to dump info.

This. Stronger roles would help compesate for some of these things.
I responded in red
by Silverwolf
Sat May 21, 2016 12:49 am
Forum: The Lounge
Topic: Win rates by faction on The Syndicate
Replies: 118
Views: 3819

Re: Win rates by faction on The Syndicate

MovingPictures07 wrote:
S~V~S wrote:I think taking options off the table limits people. I ave seen baddies force people to self vote. Fun times. Each host to his or her own :)
Well, generally I agree with that sentiment, I just don't think self-voting is an option that should be available (just like voting for the non-player option), but that's just me. Of course to each their own.
I can think of a situation it would be beneficial. For scum to do it when they want to self hammer to get out of the game. Town self voting makes zero sense to me to do ever.
by Silverwolf
Wed May 18, 2016 3:29 pm
Forum: The Lounge
Topic: Win rates by faction on The Syndicate
Replies: 118
Views: 3819

Re: Win rates by faction on The Syndicate

ika wrote: on silencer/restrictions: it should be a scum aligned role. Frankly there is literally no town utility to removing a town voice, right or not. The moment you remove a town's power to vote and speak you have basically removed an entire town player for that 48 hrs. Me and silver have talked about it extensively on other sites and after downtown abbey. It does nobody any real favors in long run. If the role is scum aligned i can 100% understand its utility but for town to not only remove speaking powers but voting powers seems like you have a negative utility role that should never be used.
This, so much this. There is nothing more frustrating than having your voice and your vote-a major power for town-taken away by a town role. That just seems negative utility. But for scum to be able to do it, makes sense.
by Silverwolf
Wed May 18, 2016 8:29 am
Forum: The Lounge
Topic: Win rates by faction on The Syndicate
Replies: 118
Views: 3819

Re: Win rates by faction on The Syndicate

Quin wrote:I think most people rely too much on meta when throwing around suspicion. It's easy to fake and change and that trips up town way too much. I think the fact that that town won both of the most recent sockpuppet games (Futurama and the music one) shows this. Since people were all on sockpuppets, people were more logical, or something.
I agree. In Turf Wars there was scum being defended vigorously due to meta reads and it was frustrating to me as a new player to deal with this. I do use meta as part of a case but never as the only reason to read a person a certain way. It can be manipulated and even if it isn't, other factors should still be looked at. If it was that easy, everyone playing together numerous times would always be able to tell if a person is good or bad and that would just be boring.
by Silverwolf
Tue May 17, 2016 6:45 pm
Forum: The Lounge
Topic: Win rates by faction on The Syndicate
Replies: 118
Views: 3819

Re: Win rates by faction on The Syndicate

I've been caught out by a guilty as scum when I was playing an excellent scum game and went down. The problem with not being able to claim is the cop could be lynched with several clears and no one would know. The reason for claiming is exactly this. It gives an advantage to town in a situation where they are losing more than winning. I do agree that scumhunting should prevail but one of the things that gives town an advantage in any game, is the ability to use a role and part of that ability is to be able to crumb your role, claim at L-1 and then town can decide if they believe it or not or scum can cc to try to get the lynch through. There are lots of ways to play this but this is a very fun, and very mafia like way to play. Plus, scum is the main term I know and doesn't matter to me if I call them baddies or not.

Return to “Win rates by faction on The Syndicate”