Backyard Baseball Main Thread (MAFIA WIN)

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Who is an adult?

Poll ended at Tue Jun 07, 2022 6:00 pm

arogame123
0
No votes
Dolby
1
10%
DrWilgy
0
No votes
falcon45ca
0
No votes
hollowkat
0
No votes
NANOOKTHEGREATANDFEARSOME
3
30%
Porscha
0
No votes
RondoDimBuckle
4
40%
Sloonei
0
No votes
Stupid Sexy Flanders
0
No votes
(unvote)
0
No votes
(other/mods)
2
20%
 
Total votes: 10
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Scotty
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Backyard Baseball Main Thread (MAFIA WIN)

#1

Post by Scotty »

Backyard Baseball Mafia

Image
The Original(TM) Baseball game for kids, starring kids! (Except for the occasional 46-year-old Hall of Famer)

A light nostalgia game from your childhood, with some baseball thrown in.
  • You do NOT have to know anything about baseball to play this. But if you need a refresher, here ya go:
    Spoiler: show
    It’s the greatest sport of all time
  • Post limit: 75/day. Going over this post limit will result in a forfeit of all Purchasing Points up to that point. If you have no Purchasing Points to forfeit, it is a modkill.
  • 24+24/24 phases (wtf does that mean Scotty? Read further)
  • Will pick randomly between all 30 playable kids.
  • Alignments of characters will be randomized, and mafia will receive cover roles.
  • There are NO 3p’s
  • Everyone basically starts vanilla, but all players have attribute modifiers based on their character.
    •3 Town will start with slightly increased stats from the rest of the town (I’m talkin’ slight)
    •Mafia have slightly more than slightly increased stats than the town (I’m talkin’ slightly more than slightly)
  • 48hr Day phase has a special sub phase: during the 1st 24hrs, player pick positions and offensive approaches in a separate thread; at the 24 hour mark, I will simulate a game with the players.
  • At End of Day, there will be a 1-hour twilight with open thread and then a 23-hour locked Night Phase. As a special rule, there is no post limit in twilight.
Living Players {8}
  1. NANOOKTHEGREATANDFEARSOME - posts
  2. DrWilgy - posts
  3. Porsha - posts
  4. falcon45ca - posts
  5. Stupid Sexy Flanders - posts
  6. Dolby - posts
  7. Sloonei - posts
  8. hollowkat - posts
Dead Players {6}
  1. WerewolfHunter - Eliminated Day 1 - Gretchen Hasselhoff, Town
  2. Michelle - Killed Night 1 - Lisa Crockett, Town - posts
  3. Dragon D Luffy - Eliminated Day 2 - Stephanie Morgan, Town - posts
  4. Creature - Killed Night 2 - Angela Delvecchio, Town - posts
  5. arogame123 - Smited Simulation Game 3 - Dante Robinson - posts
  6. RondoDimBuckle - Eliminated Day 3 - Maria Luna, Town - posts
Votes
Day 1:
Spoiler: show
Creature
2
15%
Voters: falcon45ca, Stupid Sexy Flanders

Dragon D Luffy
1
8%
Voters: hollowkatt

Michelle
1
8%
Voters: RondoDimBuckle

Sloonei
2
15%
Voters: Dolby, Michelle

WerewolfHunter
4
31%
Voters: Dragon D. Luffy, Sloonei, NANOOKTHEGREATANDFEARSOME, Creature
Day 2:
Spoiler: show
Dragon D Luffy
4
36%
Voters: Creature, RondoDimBuckle, hollowkatt, NANOOKTHEGREATANDFEARSOME
NANOOKTHEGREATANDFEARSOME
1
9%
Voters: Dragon D. Luffy
RondoDimBuckle
1
9%
Voters: Stupid Sexy Flanders
Sloonei
2
18%
Voters: Dolby, falcon45ca
Stupid Sexy Flanders
1
9%
Voters: DrWilgy
(unvote)
1
9%
Voters: Porscha
Day 3:
Spoiler: show
Dolby
1
10%
Voters: hollowkatt
NANOOKTHEGREATANDFEARSOME
3
30%
Voters: DrWilgy, Dolby, RondoDimBuckle
RondoDimBuckle
4
40%
Voters: Sloonei, Stupid Sexy Flanders, falcon45ca, NANOOKTHEGREATANDFEARSOME
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Scotty
Jeff
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Re: Backyard Baseball Mafia (pregame)

#2

Post by Scotty »

GAME RULES
  • claiming is legal
  • you must vote in the poll to count; thread votes are not required, but are suggested.
  • there is NO hammer
  • ties are randomized
  • no double targeting (with same ability/factional kill. You may target the same target twice in a row with different abilities, however)
  • no angleshooting; if you think something might be considered angleshooting, it probably is.
  • no behind the scenes communication unless you are specifically given permission
  • remember it’s just a game
    about baseball in the backyard
    hey, look, see, we all hit into double plays from time to time and that can get frustrating; please bring that up with the Moderator on Duty (MoD) and do not bring that frustration into the game.
  • This game will require Discord for roles, chat and announcements. Please direct all actions and questions to your discord channel.
  • In addition to my game rules, please also adhere to The Syndicate sitewide rules:
    Spoiler: show
    Site Rules and Guidelines


    Playing games on The Syndicate comes with agreement of a measure of respect for your fellow competitors:
    A Note on Respect

    We are all here to have fun and play a game, and if I or the moderators on duty (MoDs) deem you are playing against this modicum of respect, you will receive a warning and may be modkilled or asked to be replaced.

    That being said, I want to nip that in the bud before it happens. We all have lives outside of the game, and sometimes it can bleed into the game. But please reserve that for real life, and not the game. If you are having trouble separating real life and the game, or just need to get things off your chest, PLEASE PLEASE utilize the MoDs. Not every site has this kind of outlet or opportunity for the players, and the MoDs are literally there to help you dispute issues you may be having.
  • Your MoDs this game are Marmot and dunya.
    Please don’t hesitate to reach out to them:
    Marmot
    Discord ID: marmot#0236
    Syndicate PM: Click me
    Time Zone: PST
    &
    dunya
    Discord ID: dunya#3479
    Syndicate PM: Click me
    Time Zone: Paris (GMT+2)
  • have fun and play ball!
GAMEPLAY

Here’s the abbreviated version and the bare minimum of what you must know to play this game...

Every player has stats in swing approaches on offense (0-5): Power and Contact
And fielding positions on defense (0-5):
Infield, Outfield and Pitching

Every day phase, players are randomly slotted into 2 non-alignment-indicative differing teams: every player will play a half inning of “offense” and a half inning of “defense”. The teams will change every day, depending on different factors. Tentative lineups and team makeup will be provided at top of night, though they may be changed accordingly depending on the happenings in the night. Players will know their positions definitively at the top of each day, as well as if they are ‘Away’ or ‘Home’. (These labels mean nothing except to better identify your ‘teammates’ during that day).

In a separate game day thread, players will vote in a poll during the first 24 hours of the day. This will show all possible fielding positions (9) and offensive approaches (2). On Day 1, each player is to select one fielding position so that only 1 player is occupying each position. (Players may select multiple different positions as the numbers dwindle and will be notified when that option becomes necessary).
Players then also pick an offensive approach in either ‘Contact’ or ‘Power’ hit. Note that there is a number limit of half the player count for each offensive approach, so if more than half the player count vote for an option, I will randomly switch players into the other selection until this rule is met.
If someone does not select, or if there are multiple players on one position on defense, I will randomize those until there is 1 covering each position.

BOTTOM LINE: At the 24 hour day mark (halfway point), all players must have selected a type of hit and a type of position. Then I will simulate one complete inning, where each side takes turns on offense and defense.

For a more detailed and fiddly mechanical breakdown of how games work, see below.
Spoiler: show
There is a maximum 9 players on defense, and 9 players on offense. I will attempt to equalize “teams” between cycles, most likely changing up teams from phase to phase and giving as much alternation as I can. Early on, there will a lack of players to cover every defensive position as 9 people will not always be on defense after day 1, and any unfilled positions will be filled by NPC’s. NPC’s are baseline players with baseline stats.
-Once 4 players are on the defense, they will each select 2 positions.
-Once 3 players are on the defense, they will each select 3 positions.
-Once 2 players are on the defense, they will each select 4 positions.
-Once 1 player is on the defense, should that happen, they will take over 5 positions, rest their soul.
(This is to mitigate the amount of NPCs that need to be on the defense and maintain fairness)

If all available players on offense are on base when a new at-bat comes up, a non-player character (another character not used in the player pool) will “pinch-run”, aka substitute in to run the bases for the player farthest along the bases. The player that was removed from the base path then gets to attempt to hit again. The NPC does not benefit from scoring.

Some players may ultimately be towards the top of the lineup multiple days in a row as numbers dwindle. Priority will go to players that haven’t had an at-bat as recently as others. At least 1 player will always be left on defense, and NPC’s will fill in as needed.


Offense:
In a game of baseball, the offense is given 3 outs before their offensive turn is over. In this game, 1 round of offense occurs per team per day. Players are set into a batting order at top of day, and the host will do as much as he can in keeping this fair between days (i.e. if you were about to bat before the inning ended, you might be 1st to bat the next time you are on offense).
Not everyone on offense may get an at-bat each day. On the flip side, players may get multiple at-bats in a day.

If 3 players get out on offense, the “inning” will end. If a player has more than one at-bat in an inning, their hitting selection will alternate to their unpicked option automatically.

Batters square off against the pitcher, and a d8 is rolled. If the result is +1 or +2 against the pitcher, it is a ball. (4 balls is a walk.) If the result is a tie or the pitcher rolls 1 higher than the batter, it is a foul ball, which counts as a strike but never a strike-out.
If the pitcher rolls 2 higher for three times or at least the 3rd strike in an at-bat, it is a strike out. If the batter rolls 3 higher, they move into the Hit phase. Clear as mud?

In the Hit phase, the batter will hit the ball to either the outfield (if using power) or the infield (if using contact), rolled randomly by position.
Spoiler: show
Host rolls:
If Contact, d6 for Infield:
1= Catcher
2= Pitcher
3= 1st Base
4= 2nd Base
5= Shortstop
6= 3rd Base

If Power, d3 for Outfield:
7= Left Field
8= Center Field
9= Right Field
Defense:
The defender rolls a d8 and adds their respective Infield or Outfield modifiers to field the ball (The pitching stat is not used in defense of a ball hit to that position. Infield is used instead)
The batter then rolls a d8; this roll (boosted by their contact or power stat) must surpass the defense of a player to get on base.
  • Tie goes to defender.
  • 1-3 more is a single.
  • 4-5 is a double.
  • 6 is a triple.
  • 7+ is a HR.

Baserunning rules:
Players advance on base exactly the number of bases hit. A player on 2nd will advance only 1 base on a single. A walk will not advance a player on 2nd unless they are forced from a player already on 1st. No stolen bases. No sacrifice flies. No productive outs: if a player gets out, it never advances the runner.

SIMULATION

At the end of the first 24 hours of each day, the host will simulate the goings on as if commentating a game inning; the lynch poll will remain up the entire 48 hours, and the highest vote-getter will be lynched.
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Scotty
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Re: Backyard Baseball Mafia (pregame)

#3

Post by Scotty »

NIGHT STORE

There is a “point” system in place: if a player gets on base, scores on offense OR gets an out on defense, they receive 1 Purchase Point (2 Purchase Points on defense if they tie the roll of the hitter, producing a spectacular defensive play). These purchase points (PP) can be used to purchase advantages during the Night Phase, or can be used to boost base stats and are usable at night by every player that has them. Points are cumulative; they may NOT be shared between players- not even mafia members.

-Each player starts the game with 0 purchase points (PP).

Spoiler: show
You may increase stats 1PP : 1 point for the first increase in a given stat, and 2PP : 1 point for subsequent increases in that same stat. You may do so as much as you want each night:
  • base proficiency in Pitching (max level 5)
  • base proficiency in Outfield (max level 5)
  • base proficiency in Infield (max level 5)
  • base proficiency in Contact (max level 5)
  • base proficiency in Power (max level 5)
In addition, you may purchase 1 item from the store each night. Everything that costs 2+ have limited supply, so get yours while the offer lasts! And no returns or trading.
If you attempt to purchase something and it is out of stock, I will let you pick something else in a timely fashion. Available stock will be refreshed at top of each day.
Also, to be marginally transparent, mafia have access to a side store with a handful of special items for purchase that only they can access.

Purchaseable Powers (you may use the phase they are purchased, if you wish):
Cost 1 PP (no limit):
  • first dibs (make sure you are at the top of the lineup next phase (multiples will be placed in the order they are bought))
  • juice box (temporarily increase pitching, infield and outfield stats by 1 tomorrow)
  • advertising (post a picture via host into the thread at top of day. No more than 3 words)
  • batting power up
  • pitching power up
Cost 2 PP (limited to 3 each):
  • bubblegum (block any player from night action (doesn’t affect stat distribution)(3))
  • walkie talkie (BTSC with any player next day phase) (3)
  • bandaid (1x partial doctor; has 50% chance to protect the target from a poison or kill) (3)
Cost 3 PP (limited to 2 each):
  • cool glasses (1x track (2))
  • snapwatch (1x watch (2))
  • mom’s credit card (lynch proof if you earn 1 point next day- it will be spent) (mod announcement) (2)
  • Fruit By the Foot (permanently increase both of another player’s offensive attributes by 1 (maxed at 5) (mafia may not purchase this) (2))
  • basic spitball (33% success chance Day or Night vig shot- Day shot must be after simulation game) (2)
  • basic scouting report (1x check another player’s stats) (2)
Cost 5 PP (limited to 1 each):
  • premium scouting report (1x check another player’s role card (1))
  • dinosaur-themed bandaids (2x NK and poison protect (1))
  • premium spitball (1x Day or Night vig shot- day shot must be after simulation game (1))

    POWER-UPS:
    Batting Power-ups (you may only have 1 active at a time. Most recently purchased will be active unless you notify host):
    • flat brim cap (on the first pitch of an at-bat, you gain advantage against the pitcher, meaning I will take your best out of two d8 rolls)
    • crazy bunt (if you contact roll <6 in total, auto-advance to 1st)
    • aluminum power (expended after 2 uses: if you power hit, roll with advantage)
    • screaming line drive (expended after 2 uses; if you get on base, gain an extra base, maxing out at an inside-the-park-HR)
    • under grounder (expended after 2 hits; the defender that attempts to catch your ball will chase the ball for so long that their defense will subtract by 2 and their vote will be worth 0, known to them)
    • sonic boom (expended after 2 hits; the defender that attempts to catch your ball will be unable to talk the rest of the day phase)
    • rubber bat (a tie with the defender results in a triple instead)
    • geyser hit (expended after 2 hits; the opponent that attempts to catch your ball will receive an extra vote against them in the poll)
    • jumping bean bunt (expended after 2 uses: if you contact hit, roll with advantage)
    • lightning bat (if you get a ‘Contact’ hit with at least 5 over the defender, you kill the player attempting to field your ball; this power-up is then expended)
    • piñata bat (If you get a ‘Power’ hit with at least 5 over the defender, you kill the player attempting to field your ball; this power-up is then expended)
    Pitching Power-ups (you may only have 1 active at a time. Most recently purchased will be active unless you notify host):
    • crazyball (switch an opponent’s contact and power modifier when pitching against them)
    • big freeze (auto out if total roll is 8 or higher on two strikes)
    • corkscrew (roll 2, 4, 7 or 8)
    • elevator (roll only 1 or 8)
    • zigzag (roll with a d10)
    • slowmo (if the opponent has a higher hitting stat than your Pitching stat, they lose their modifier bonus)
    • spitball (roll 7 or 8 on one or fewer strikes)
    • fireball (expended after 1 use: If you strikeout a player with the final strike as 5 or more, you will outright kill the batter from awe)
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Re: Backyard Baseball Mafia (pregame)

#4

Post by Scotty »

Roles have been sent.
Day 1 will begin on May 30th at 6pm Eastern.
When I die, I want to go peacefully in my sleep like my grandfather;
not screaming like the people in his car
Spoiler: show
ImageImageImageImageImageImageImage

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Scotty
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Re: Backyard Baseball Main Thread (pregame)

#5

Post by Scotty »

DAY ONE

The summer began as most summers begin for the boys and girls of Everytown, USA: with the backyard baseball tournament! Angelica’s dad brought cool aid, and Casey’s cousin from Cleveland was visiting for the weekend to watch the matches!

The controversy this time? Diedrich heard from Carl who heard from Josephine on the gazebo that some of the kids showing up for these pick-up games weren’t actually kids. They were supposedly adults- disguised as kids! It’s up to the group at large to root out the imposters in this kid’s sport, but the umpire (Chandra’s dad) just screamed ‘Play Ball!’ Guess you’ll have to figure it out on the fly, and not the grounder (hyuck).


The lineups for today’s exhibition game are as follows:
Crazy Melonheads
  1. arogame123
  2. DrWilgy
  3. RondoDimBuckle
  4. Stupid Sexy Flanders
  5. Creature
  6. Nanook
  7. hollowkat


Super-Duper Monsters
  1. Porscha
  2. WerewolfHunter
  3. DragonDLuffy
  4. falcon45ca
  5. Michelle
  6. Dolby
  7. Sloonei


Each team should have a respective team thread. You have 24 hours to vote in the poll there for the exhibition game.

The day ends in 48 hours.
Spoiler: show
@Creature
@NANOOKTHEGREATANDFEARSOME
@DrWilgy
@RondoDimBuckle
@WerewolfHunter
@Michelle
@Porsha
@falcon45ca
@Dragon D Luffy
@Stupid Sexy Flanders
@Dolby
@arogame123
@Sloonei
@hollowkat
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hollowkatt
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Re: Backyard Baseball Main Thread (Day 1)

#6

Post by hollowkatt »

cool aid is spelled Kool-Aid
Spoiler: show
ImageImageImageImageImage
tutuu wrote:fluffy furry
fluffy fluffy
kitty kitty
oiiii oiii oiiii
soft fluffy paws
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Re: Backyard Baseball Main Thread (Day 1)

#7

Post by Dolby »

I'm just gonna start with theory on fielding positions. This goes for both teams here, we want to do want we can to funnel PP to townies and the easiest way to do that is by controlling our defensive positions.

I'm honestly not sure if we want to maximize points obtained, or minimize points obtained given the existence of a secret item shop. While writing this I'm going to write this from the perspective that we want to maximize points obtained, specifically points obtained by town obviously. This mainly comes into effect if we want good or bad pitchers though, but does effect if we want good fielders in each position or not.

We have two ways to go about pitching. I'm gonna preface this by saying that pitching, perhaps even more than outfield, is the most valuable defensive position to have a town member in because it is going to get the most outs, unless i am severely overestimating the value that strikeout possibility provides to get PP (purchase points). I'm assuming that average contact stats are equivalent to average power stats when im saying this admitidly, but I do believe that is likely. Since half of people have to hit contact and half have to hit power, we get the possibility for a player being eligible to get someone else out to be 1/2 times 1/6 for infielders (the odds that it is hit to the infield, times number of infielders eligible) = 1/2 and 1/2 times 1/3 for outfielders (same except for outfielder) = 1/6. for pitchers we add odds of a strikeout, and as long as the odds of a strikeout for a strikeout are greater than the difference between chances of outfield fielding minus infield fielding (1/6 minus 1/12 = 1/12). Given that I think that strikeouts are going to occur more than 1/12 of the time the most valuable position to record outs is pitcher. This doesn't take into account differences in stats. I thiink that a difference of 1 between infield and outfield fielding stats is going to be worth about 1/8 PP over the mean for an ball to hit between the infield and the outfield and 1/4 PP between the batter and the hitter, not accounting for run probability (given that a d8 is used for fielding and batting).

As such, pitchers are going to have the most opportunities to get outs, followed by outfielders, followed by infielders. I would like to have NPCs on both teams positioned in the infield I think, so that the 1-4 towniest people on each team can be positioned at pitcher and outfield positions. I think that the towniest person can be positioned at pitcher.

If we want to maximize the number of PP obtained though, which honestly I'm not sure if we want to or not, the easiest way to do that is by 1. having a bad pitcher so that hitters get more chances or 2. having fielders in positions that are bad for them. I think that I'd rather segregate fielding positions by position though so that we can control how many points our defenders get, given we can't control how many points the hitters get except by going power vs contact.

tl;dr the towniest player on each team should be the pitcher, so that they can get the most outs. The next towniest should be outfielders, teh scummiest should be infielders. The NPCs shouldbe in the infield unless we think that one team has the entire scum team on it, then the npcs should be placed in the outfield to deny fielding chances

if we want to increase the number of points the other team will get the easiest way to do that is to put a bad pitcher on the mound, but they should still be someone that we townread. We can also finagle with infield with outfield but i don't think that the fielding stats varies that much to give an advantage over the 1/6 batted balls in play fielding advantage of keeping towny players in the outfield

batting: force scummy people to do stuff that's bad for them but that won't be easy. Keep them from buying batting powerups is my only solution since they can just lie about their stats anyway
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Re: Backyard Baseball Main Thread (Day 1)

#8

Post by hollowkatt »

Dolby wrote: Mon May 30, 2022 6:20 pm I'm just gonna start with theory on fielding positions. This goes for both teams here, we want to do want we can to funnel PP to townies and the easiest way to do that is by controlling our defensive positions.

I'm honestly not sure if we want to maximize points obtained, or minimize points obtained given the existence of a secret item shop. While writing this I'm going to write this from the perspective that we want to maximize points obtained, specifically points obtained by town obviously. This mainly comes into effect if we want good or bad pitchers though, but does effect if we want good fielders in each position or not.

We have two ways to go about pitching. I'm gonna preface this by saying that pitching, perhaps even more than outfield, is the most valuable defensive position to have a town member in because it is going to get the most outs, unless i am severely overestimating the value that strikeout possibility provides to get PP (purchase points). I'm assuming that average contact stats are equivalent to average power stats when im saying this admitidly, but I do believe that is likely. Since half of people have to hit contact and half have to hit power, we get the possibility for a player being eligible to get someone else out to be 1/2 times 1/6 for infielders (the odds that it is hit to the infield, times number of infielders eligible) = 1/2 and 1/2 times 1/3 for outfielders (same except for outfielder) = 1/6. for pitchers we add odds of a strikeout, and as long as the odds of a strikeout for a strikeout are greater than the difference between chances of outfield fielding minus infield fielding (1/6 minus 1/12 = 1/12). Given that I think that strikeouts are going to occur more than 1/12 of the time the most valuable position to record outs is pitcher. This doesn't take into account differences in stats. I thiink that a difference of 1 between infield and outfield fielding stats is going to be worth about 1/8 PP over the mean for an ball to hit between the infield and the outfield and 1/4 PP between the batter and the hitter, not accounting for run probability (given that a d8 is used for fielding and batting).

As such, pitchers are going to have the most opportunities to get outs, followed by outfielders, followed by infielders. I would like to have NPCs on both teams positioned in the infield I think, so that the 1-4 towniest people on each team can be positioned at pitcher and outfield positions. I think that the towniest person can be positioned at pitcher.

If we want to maximize the number of PP obtained though, which honestly I'm not sure if we want to or not, the easiest way to do that is by 1. having a bad pitcher so that hitters get more chances or 2. having fielders in positions that are bad for them. I think that I'd rather segregate fielding positions by position though so that we can control how many points our defenders get, given we can't control how many points the hitters get except by going power vs contact.

tl;dr the towniest player on each team should be the pitcher, so that they can get the most outs. The next towniest should be outfielders, teh scummiest should be infielders. The NPCs shouldbe in the infield unless we think that one team has the entire scum team on it, then the npcs should be placed in the outfield to deny fielding chances

if we want to increase the number of points the other team will get the easiest way to do that is to put a bad pitcher on the mound, but they should still be someone that we townread. We can also finagle with infield with outfield but i don't think that the fielding stats varies that much to give an advantage over the 1/6 batted balls in play fielding advantage of keeping towny players in the outfield

batting: force scummy people to do stuff that's bad for them but that won't be easy. Keep them from buying batting powerups is my only solution since they can just lie about their stats anyway
tl;dr plx
Spoiler: show
ImageImageImageImageImage
tutuu wrote:fluffy furry
fluffy fluffy
kitty kitty
oiiii oiii oiiii
soft fluffy paws
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Re: Backyard Baseball Main Thread (Day 1)

#9

Post by Marmot »

Hello! I'm Marmot, one of your friendly neighborhood Moderators on Duty (MoDs). I will be your MoD for this game.

If you would like to reach me, you can PM me here on the Syndicate or DM me on Discord. Here's the info you need for that:

Marmot
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Dragon D. Luffy wrote: Wed Dec 16, 2020 7:33 pm Just how many days of "let's yeet them tomorrow" can a mafioso survive?

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Re: Backyard Baseball Main Thread (Day 1)

#10

Post by Dolby »

hollowkatt wrote: Mon May 30, 2022 6:22 pm
Dolby wrote: Mon May 30, 2022 6:20 pm I'm just gonna start with theory on fielding positions. This goes for both teams here, we want to do want we can to funnel PP to townies and the easiest way to do that is by controlling our defensive positions.

I'm honestly not sure if we want to maximize points obtained, or minimize points obtained given the existence of a secret item shop. While writing this I'm going to write this from the perspective that we want to maximize points obtained, specifically points obtained by town obviously. This mainly comes into effect if we want good or bad pitchers though, but does effect if we want good fielders in each position or not.

We have two ways to go about pitching. I'm gonna preface this by saying that pitching, perhaps even more than outfield, is the most valuable defensive position to have a town member in because it is going to get the most outs, unless i am severely overestimating the value that strikeout possibility provides to get PP (purchase points). I'm assuming that average contact stats are equivalent to average power stats when im saying this admitidly, but I do believe that is likely. Since half of people have to hit contact and half have to hit power, we get the possibility for a player being eligible to get someone else out to be 1/2 times 1/6 for infielders (the odds that it is hit to the infield, times number of infielders eligible) = 1/2 and 1/2 times 1/3 for outfielders (same except for outfielder) = 1/6. for pitchers we add odds of a strikeout, and as long as the odds of a strikeout for a strikeout are greater than the difference between chances of outfield fielding minus infield fielding (1/6 minus 1/12 = 1/12). Given that I think that strikeouts are going to occur more than 1/12 of the time the most valuable position to record outs is pitcher. This doesn't take into account differences in stats. I thiink that a difference of 1 between infield and outfield fielding stats is going to be worth about 1/8 PP over the mean for an ball to hit between the infield and the outfield and 1/4 PP between the batter and the hitter, not accounting for run probability (given that a d8 is used for fielding and batting).

As such, pitchers are going to have the most opportunities to get outs, followed by outfielders, followed by infielders. I would like to have NPCs on both teams positioned in the infield I think, so that the 1-4 towniest people on each team can be positioned at pitcher and outfield positions. I think that the towniest person can be positioned at pitcher.

If we want to maximize the number of PP obtained though, which honestly I'm not sure if we want to or not, the easiest way to do that is by 1. having a bad pitcher so that hitters get more chances or 2. having fielders in positions that are bad for them. I think that I'd rather segregate fielding positions by position though so that we can control how many points our defenders get, given we can't control how many points the hitters get except by going power vs contact.

tl;dr the towniest player on each team should be the pitcher, so that they can get the most outs. The next towniest should be outfielders, teh scummiest should be infielders. The NPCs shouldbe in the infield unless we think that one team has the entire scum team on it, then the npcs should be placed in the outfield to deny fielding chances

if we want to increase the number of points the other team will get the easiest way to do that is to put a bad pitcher on the mound, but they should still be someone that we townread. We can also finagle with infield with outfield but i don't think that the fielding stats varies that much to give an advantage over the 1/6 batted balls in play fielding advantage of keeping towny players in the outfield

batting: force scummy people to do stuff that's bad for them but that won't be easy. Keep them from buying batting powerups is my only solution since they can just lie about their stats anyway
tl;dr plx
Towniest player on each team should be their pitcher, next towniest should be outfielders, next towniest should be infielders, NPCs should be infielders unless we think that the whole scum team is on a particular team, then we fill that teams outfield slots with them.

This assumes that we don't want to limit the amount of purchase points generated
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Re: Backyard Baseball Main Thread (Day 1)

#11

Post by hollowkatt »

Dolby wrote: Mon May 30, 2022 6:25 pm
hollowkatt wrote: Mon May 30, 2022 6:22 pm
Dolby wrote: Mon May 30, 2022 6:20 pm I'm just gonna start with theory on fielding positions. This goes for both teams here, we want to do want we can to funnel PP to townies and the easiest way to do that is by controlling our defensive positions.

I'm honestly not sure if we want to maximize points obtained, or minimize points obtained given the existence of a secret item shop. While writing this I'm going to write this from the perspective that we want to maximize points obtained, specifically points obtained by town obviously. This mainly comes into effect if we want good or bad pitchers though, but does effect if we want good fielders in each position or not.

We have two ways to go about pitching. I'm gonna preface this by saying that pitching, perhaps even more than outfield, is the most valuable defensive position to have a town member in because it is going to get the most outs, unless i am severely overestimating the value that strikeout possibility provides to get PP (purchase points). I'm assuming that average contact stats are equivalent to average power stats when im saying this admitidly, but I do believe that is likely. Since half of people have to hit contact and half have to hit power, we get the possibility for a player being eligible to get someone else out to be 1/2 times 1/6 for infielders (the odds that it is hit to the infield, times number of infielders eligible) = 1/2 and 1/2 times 1/3 for outfielders (same except for outfielder) = 1/6. for pitchers we add odds of a strikeout, and as long as the odds of a strikeout for a strikeout are greater than the difference between chances of outfield fielding minus infield fielding (1/6 minus 1/12 = 1/12). Given that I think that strikeouts are going to occur more than 1/12 of the time the most valuable position to record outs is pitcher. This doesn't take into account differences in stats. I thiink that a difference of 1 between infield and outfield fielding stats is going to be worth about 1/8 PP over the mean for an ball to hit between the infield and the outfield and 1/4 PP between the batter and the hitter, not accounting for run probability (given that a d8 is used for fielding and batting).

As such, pitchers are going to have the most opportunities to get outs, followed by outfielders, followed by infielders. I would like to have NPCs on both teams positioned in the infield I think, so that the 1-4 towniest people on each team can be positioned at pitcher and outfield positions. I think that the towniest person can be positioned at pitcher.

If we want to maximize the number of PP obtained though, which honestly I'm not sure if we want to or not, the easiest way to do that is by 1. having a bad pitcher so that hitters get more chances or 2. having fielders in positions that are bad for them. I think that I'd rather segregate fielding positions by position though so that we can control how many points our defenders get, given we can't control how many points the hitters get except by going power vs contact.

tl;dr the towniest player on each team should be the pitcher, so that they can get the most outs. The next towniest should be outfielders, teh scummiest should be infielders. The NPCs shouldbe in the infield unless we think that one team has the entire scum team on it, then the npcs should be placed in the outfield to deny fielding chances

if we want to increase the number of points the other team will get the easiest way to do that is to put a bad pitcher on the mound, but they should still be someone that we townread. We can also finagle with infield with outfield but i don't think that the fielding stats varies that much to give an advantage over the 1/6 batted balls in play fielding advantage of keeping towny players in the outfield

batting: force scummy people to do stuff that's bad for them but that won't be easy. Keep them from buying batting powerups is my only solution since they can just lie about their stats anyway
tl;dr plx
Towniest player on each team should be their pitcher, next towniest should be outfielders, next towniest should be infielders, NPCs should be infielders unless we think that the whole scum team is on a particular team, then we fill that teams outfield slots with them.

This assumes that we don't want to limit the amount of purchase points generated
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Re: Backyard Baseball Main Thread (Day 1)

#12

Post by Dolby »

Also, if we want to increase the number of purchase points a particular team gets, we make the pitcher on the opposing team be somebody who we townread but has a bad pitching stat.

I don't think that it is worth giving the difference in fielding opportunities in some cases if we want to delibrately put bad infielders in the infield and same for the outfield to increase purchase points in the game via ensuring ltos of hits are gotten, but that might be worth discussing, because if we get good outfielders who we townread that is great bc those are our 2-4 towniest slots.
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Re: Backyard Baseball Main Thread (Day 1)

#13

Post by Dolby »

Dolby wrote: Mon May 30, 2022 6:28 pm Also, if we want to increase the number of purchase points a particular team gets, we make the pitcher on the opposing team be somebody who we townread but has a bad pitching stat.

I don't think that it is worth giving the difference in fielding opportunities in some cases if we want to delibrately put bad infielders in the infield and same for the outfield to increase purchase points in the game via ensuring ltos of hits are gotten, but that might be worth discussing, because if we get good outfielders who we townread that is great bc those are our 2-4 towniest slots.
i think i wrote this badly

we make sure that the pitcher is bad on the opposing team if we think they are clean/only one scum is on that team.

We aren't going to switch the infield and outfield around though because I personally think that it's more important to make sure that the towny people in the outfield get more fielding chances rather than switching people around to make sure that hits are gotten. However, this is pretty situation dependent, I wouldn't be opposed to switching the 4th and 5th towniest players position if they are on a team that is thought to be clean
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Re: Backyard Baseball Main Thread (Day 1)

#14

Post by hollowkatt »

Dolby wrote: Mon May 30, 2022 6:28 pm Also, if we want to increase the number of purchase points a particular team gets, we make the pitcher on the opposing team be somebody who we townread but has a bad pitching stat.

I don't think that it is worth giving the difference in fielding opportunities in some cases if we want to delibrately put bad infielders in the infield and same for the outfield to increase purchase points in the game via ensuring ltos of hits are gotten, but that might be worth discussing, because if we get good outfielders who we townread that is great bc those are our 2-4 towniest slots.
ur not on my team :(
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Re: Backyard Baseball Main Thread (Day 1)

#15

Post by Dragon D. Luffy »

So, I started reading the mechanics but then when we got to the part about the baseball games I had a mental breakdown.

Then I skipped to the items that kill/check/protect people.

Will let people guide me on how to baseball so I get the above items.
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Re: Backyard Baseball Main Thread (Day 1)

#16

Post by Dolby »

Dolby wrote: Mon May 30, 2022 6:31 pm
Dolby wrote: Mon May 30, 2022 6:28 pm Also, if we want to increase the number of purchase points a particular team gets, we make the pitcher on the opposing team be somebody who we townread but has a bad pitching stat.

I don't think that it is worth giving the difference in fielding opportunities in some cases if we want to delibrately put bad infielders in the infield and same for the outfield to increase purchase points in the game via ensuring ltos of hits are gotten, but that might be worth discussing, because if we get good outfielders who we townread that is great bc those are our 2-4 towniest slots.
i think i wrote this badly

we make sure that the pitcher is bad on the opposing team if we think they are clean/only one scum is on that team.

We aren't going to switch the infield and outfield around though because I personally think that it's more important to make sure that the towny people in the outfield get more fielding chances rather than switching people around to make sure that hits are gotten. However, this is pretty situation dependent, I wouldn't be opposed to switching the 4th and 5th towniest players position if they are on a team that is thought to be clean
i wrote this part badly again, god

if one team is fill of townlocks, we try to get a pitcher who has a bad pitching stat but is widely townread placed on the other team so that the team full of townlocks can get a lot of points by getting hits and runs.
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Re: Backyard Baseball Main Thread (Day 1)

#17

Post by Dragon D. Luffy »

Like seriously this is a runner up for most complicated mafia mechanic I've ever seen and I've once read a setup called "Needlessly Complicated Mafia".
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Re: Backyard Baseball Main Thread (Day 1)

#18

Post by Creature »

Help I have no PP
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Re: Backyard Baseball Main Thread (Day 1)

#19

Post by Dragon D. Luffy »

Good news is that with the game being short, I can also skip all the baseball related mech talk so catching up will be a breeze.

On the non-baseball stuff, my impression is the best play is to save points for trackers/watchers or guaranteed kills, and stay away from the % chance stuff.
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Re: Backyard Baseball Main Thread (Day 1)

#20

Post by Dolby »

I think that the biggest debate that is in place is do we want to artificially increase the number of points availible in the game by placing people in fielding positions that are worse for them? I'd rather be cautious to the secret store, and am strongly leaning towards no.
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Re: Backyard Baseball Main Thread (Day 1)

#21

Post by hollowkatt »

Dolby wrote: Mon May 30, 2022 6:36 pm I think that the biggest debate that is in place is do we want to artificially increase the number of points availible in the game by placing people in fielding positions that are worse for them? I'd rather be cautious to the secret store, and am strongly leaning towards no.
I strongly lean towards all the PP and lets get nuts. I also recognize I am bad at mechanics which is why I'm sad that dolby isn't on my baseball team

also everyone who's posted is town
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Re: Backyard Baseball Main Thread (Day 1)

#22

Post by Dolby »

Dragon D. Luffy wrote: Mon May 30, 2022 6:36 pm Good news is that with the game being short, I can also skip all the baseball related mech talk so catching up will be a breeze.

On the non-baseball stuff, my impression is the best play is to save points for trackers/watchers or guaranteed kills, and stay away from the % chance stuff.
i think we should stray away from getting stat increases bc that might fuck with scouting report checks
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Re: Backyard Baseball Main Thread (Day 1)

#23

Post by Dragon D. Luffy »

Btw plz don't let the fact I just played the wolf game of the year in this site make you suspicious of me. :nicenod:

I'm trustworthy. Honestly :nicenod:

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Re: Backyard Baseball Main Thread (Day 1)

#24

Post by Dolby »

also i think we should force players who are consensus scum to buy as many advertisings as possible
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Re: Backyard Baseball Main Thread (Day 1)

#25

Post by Dolby »

Dolby wrote: Mon May 30, 2022 6:40 pm also i think we should force players who are consensus scum to buy as many advertisings as possible
either that or buy a btsc but id rather towny people have the btsc's so yeah buy advertising if you're a scummy scummo
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Re: Backyard Baseball Main Thread (Day 1)

#26

Post by Dragon D. Luffy »

Dolby wrote: Mon May 30, 2022 6:40 pm also i think we should force players who are consensus scum to buy as many advertisings as possible
I actually like that.

However it sounds like a plan that has hard implementation.

I mean, are we really going to police yeet people for failing to advertise?
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Re: Backyard Baseball Main Thread (Day 1)

#27

Post by Dolby »

idk depends on how willing others are to do that

also i think saving up for fruit by the foot is a good startegy. get either 2 towncleared players or 3 players that have 1 scum in them
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Re: Backyard Baseball Main Thread (Day 1)

#28

Post by Dragon D. Luffy »

I motion that we let Dolby plus any other people who have actually read baseball mechanics (should they appear) come up with a strategy (hopefully the same one) and then we all sheep it, and be judgemental to people who don't follow it.
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Re: Backyard Baseball Main Thread (Day 1)

#29

Post by Dolby »

wrt to any conflicts that come with who is going power/contact in your team, let your towniest people go with waht they want and force your scummos to change

if we want to increase the total points in the game i have a fleshed out strategy for that but i don't really want to out it bc I view these types of things as typically being maf sided and I don't want to increase number of points (caused be a whole lot of people getting a lot of hits) anyway, unless one team is super towny as previously mentioned
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Re: Backyard Baseball Main Thread (Day 1)

#30

Post by Dolby »

scummy town should buy

advertising
walkie talkie
maybe batting powerups but get back to me on that
fruit by the foot
maybe premium scouting report but get back to me on that
maybe bandaid as well
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Re: Backyard Baseball Main Thread (Day 1)

#31

Post by falcon45ca »

I AM TOWN!




Look on my works, ye mighty, and despair!
we can't stop here...this is bat country!
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Re: Backyard Baseball Main Thread (Day 1)

#32

Post by hollowkatt »

falcon45ca wrote: Mon May 30, 2022 7:26 pm I AM TOWN!




Look on my works, ye mighty, and despair!
ur too eager
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Re: Backyard Baseball Main Thread (Day 1)

#33

Post by Sloonei »

Who got Pablo?
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Re: Backyard Baseball Main Thread (Day 1)

#34

Post by falcon45ca »

Dragon D. Luffy wrote: Mon May 30, 2022 6:46 pm I motion that we let Dolby plus any other people who have actually read baseball mechanics (should they appear) come up with a strategy (hopefully the same one) and then we all sheep it, and be judgemental to people who don't follow it.
I second this motion, as I skimmed Scotty's post and have no idea WTF is going on.
we can't stop here...this is bat country!
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Re: Backyard Baseball Main Thread (Day 1)

#35

Post by Sloonei »

I started to read the mechanics earlier but didn’t get to the end. I understand half of it. I will most likely employee the professional strategy of not thinking about them very much.
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Re: Backyard Baseball Main Thread (Day 1)

#36

Post by falcon45ca »

hollowkatt wrote: Mon May 30, 2022 7:27 pm
falcon45ca wrote: Mon May 30, 2022 7:26 pm Hey guys, I'm town. Let's play ball.




Look on my works, ye mighty, and despair...if you have time
ur too eager
Fixed that for ya
we can't stop here...this is bat country!
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Re: Backyard Baseball Main Thread (Day 1)

#37

Post by hollowkatt »

falcon45ca wrote: Mon May 30, 2022 7:31 pm
hollowkatt wrote: Mon May 30, 2022 7:27 pm
falcon45ca wrote: Mon May 30, 2022 7:26 pm Hey guys, I'm town. Let's play ball.




Look on my works, ye mighty, and despair...if you have time
ur too eager
Fixed that for ya
much better
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Re: Backyard Baseball Main Thread (Day 1)

#38

Post by hollowkatt »

I'm gonna wolf read sloonei for intensely personal reasons and not disclose them
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Re: Backyard Baseball Main Thread (Day 1)

#39

Post by Dolby »

Hk can you do me a massive favor and commit sports espionage and tell me if anyone scummy is going for good fielding positions in the other thread, or if they're like "my main goal is to beat the crap out of the monsters". thanks
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Re: Backyard Baseball Main Thread (Day 1)

#40

Post by Dolby »

Sloonei wrote: Mon May 30, 2022 7:31 pm I started to read the mechanics earlier but didn’t get to the end. I understand half of it. I will most likely employee the professional strategy of not thinking about them very much.
do you have any thoughts on what you read and do you think my strat of towny people should be pitchers and outfielders is bad
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Sloonei
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Re: Backyard Baseball Main Thread (Day 1)

#41

Post by Sloonei »

Dolby wrote: Mon May 30, 2022 7:38 pm
Sloonei wrote: Mon May 30, 2022 7:31 pm I started to read the mechanics earlier but didn’t get to the end. I understand half of it. I will most likely employee the professional strategy of not thinking about them very much.
do you have any thoughts on what you read and do you think my strat of towny people should be pitchers and outfielders is bad
I did not retain anything about the importance of positions or formulate any strategies about how to best align ourselves in the field.
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Re: Backyard Baseball Main Thread (Day 1)

#42

Post by hollowkatt »

Dolby wrote: Mon May 30, 2022 7:36 pm Hk can you do me a massive favor and commit sports espionage and tell me if anyone scummy is going for good fielding positions in the other thread, or if they're like "my main goal is to beat the crap out of the monsters". thanks
there are zero posts and I'm the only person who's voted in the poll.

in other words no
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Re: Backyard Baseball Main Thread (Day 1)

#43

Post by Sloonei »

hollowkatt wrote: Mon May 30, 2022 7:34 pm I'm gonna wolf read sloonei for intensely personal reasons and not disclose them
Fair
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Re: Backyard Baseball Main Thread (Day 1)

#44

Post by falcon45ca »

Stupid Sexy Flanders hasn't checked in yet, eh?



Prolly Maf



[VOTE: luckylager] aubergine
we can't stop here...this is bat country!
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Re: Backyard Baseball Main Thread (Day 1)

#45

Post by Porscha »

I know how real baseball works very well but this set up is like...
like I read the entire set up and said to myself "no clue what's going on. i'm in"

and now that i'm here like 6 weeks later and trying to read it again I'm ............................. i'm gonna suck at this lmfao
You're being an unacceptable level of stupid, with zero sexy, and no sense of humor.
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Re: Backyard Baseball Main Thread (Day 1)

#46

Post by Porscha »

when flanders gets here I want to ask them if I can be the stupid half and they can be the sexy half
You're being an unacceptable level of stupid, with zero sexy, and no sense of humor.
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Re: Backyard Baseball Main Thread (Day 1)

#47

Post by falcon45ca »

Porscha wrote: Mon May 30, 2022 9:22 pm I know how real baseball works very well but this set up is like...
like I read the entire set up and said to myself "no clue what's going on. i'm in"

and now that i'm here like 6 weeks later and trying to read it again I'm ............................. i'm gonna suck at this lmfao
I feel this
we can't stop here...this is bat country!
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Re: Backyard Baseball Main Thread (Day 1)

#48

Post by Sloonei »

We’re all a bunch of Pete Wheelers.
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Re: Backyard Baseball Main Thread (Day 1)

#49

Post by Michelle »

Good morning everyone!

My intention is to follow Dolby's advice after I understand what's written in his posts. And sometime during the day to read the op.
Many towny points to Dolby for effort


The SR HK gave Sloonei is noted and also the TRs for Dolby DDL and Creature ("everyone who posted until now ia town").
This note is for me, btw
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DrWilgy wrote: Mon Mar 01, 2021 6:59 pm Death before cowardice.
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Re: Backyard Baseball Main Thread (Day 1)

#50

Post by Dolby »

I dont' really have reads at this point. I guess I like Michelle for basically being polarized and being ok in her one post but this is super weak
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