[FNZ] Role Madness Policy Academy Crazy Quadrupoley Insanity Dethy Parity Bastarady Mafiay

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Ratchet

The End and the Beginning
#61
What I mean by assumptions is

If a player is guilty in 2/3 scenarios
And innocent in 1/3

We flip them because it's more likely they're guilty. Then we evaluate based on likely/unlikely.
 
#62
It's doable but needs several sets of information to make strong conclusions.

We'll have to make assumptions to inform lynches and then go from there.
I did come to the guarantee that if 14 or 15 people target the same person
0% chance they die

of course mafia would likely not abide by this (you could account for lyncherino)
 

Ratchet

The End and the Beginning
#63
I did come to the guarantee that if 14 or 15 people target the same person
0% chance they die

of course mafia would likely not abide by this (you could account for lyncherino)
The best we could hope for on that is having scum fake their investigation results and hoping we get too many innocents or too many guilties, which means naive/paranoid claims down the line will have a weighting of more likely scum in them. It's probably not worth it.
 

Ratchet

The End and the Beginning
#72
Tied Lynches - Tied lynches will be resolved based on the sanity of the tied players, in this looping sequence: Sane > Insane > Paranoid > Naive > Sane... For example, if a sane and an insane player are offered for a lynch. The sane player comes out on top and the insane one is lynched. However, If for example a paranoid and a sane player are offered for a lynch, or 2 paranoid players are offered, then this cannot be normally solved by the sequence. Therefore in this case both players will be prompted to guess the sanity of the other player. Who ever guesses correctly wins, and the other player is lynched. If both players guessed correctly, or both guessed incorrectly... this will finally be resolved via the chaddest way ever... RPS between the tied players.
Let's just avoid ties.
 

Ratchet

The End and the Beginning
#74
Ripped one will forgo the math and just lynch anyone being scummy and acting in the disinterest of the rippedphoenix core
Lol, I'm actually only playing this to see if I can solve it. I'm pretty good at dethys/double dethys, I'll probably continue trying to work it out after I'm dead
 
#76
Ladies and gentleman

Here's the plan.

Everyone targets the same player and we get to know the sanity of everyone in one night.

Then it's a smooth ride to victory

I ofc suggest myself to be the Beacon of Hope for the Greater Good of Copsmania
Doesnt the person die if both same sanity check him at the same time tho...
 
#77
Doesnt the person die if both same sanity check him at the same time tho...
  • Conditional Triggers - There will be certain conditional triggers that if met at night could result in night kills occurring. These will be outlined in your roles as well. They are as follows: (Note that these triggers will not work in night 0 to avoid a player randomly dying before even playing the game)
  1. If you target a player with the same sanity as yours, you will kill them
 

Ratchet

The End and the Beginning
#78
  • Conditional Triggers - There will be certain conditional triggers that if met at night could result in night kills occurring. These will be outlined in your roles as well. They are as follows: (Note that these triggers will not work in night 0 to avoid a player randomly dying before even playing the game)
  1. If you target a player with the same sanity as yours, you will kill them
Ah yeah, it's same sanity. Basically everything I said earlier, but reversed. Of the opposite sanity tags them, they get protected. So if 14 target the same person, the person will not die.
 
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