This is either the most brilliant thought I've ever had, or the final nail in the coffin that cements me as a retard.
We shouldn't lynch anyone, anymore. We cannot win the game by lynching each day.
The cult can have a maximum of 4 players in it. The cult strat. is that, after occupancy is reached, they sacrifice their members to make vacancies for more townies. If Cult is at max. occupancy, the only thing we get out of lynching is killing ourselves faster. We just make it easier for them to convert another player to their cause—making past reads on them
useless—and keeps Cult at 100% power or close to it
.
If we keep this up, where every other day another person can be turned into a member of the cult and freely bus a suspected Cult member—because why would we suddenly think otherwise of someone we town read?—we'll reach a dangerously low number of players. The way I see it, the more we lynch, the worse off we are.
WE WANT CULT TO HAVE 4 MEMBERS.
Cult has at most 3 right now. There is a cool down on the wiki for conversions;
So we'd essentially need to give the Cult a free day pass to convert someone (
like we can honestly stop them otherwise) but, I think it's worth it. If we know the Cult isn't growing, it means that we are dealing with consistencies here. It means that, it isn't random and it won't be the people we least suspect converted. We can build steady cases on players and actually trust one another.
We don't lynch anyone, we then go back through Days 1 & 2 and look for;
- Suspicious Players
- Anyone posting just enough to get a night ability off
The Cult Leader is posting in these days to convert. At least Day 1, and we can assume Day 2 if Night 1 conversion failed. So anyone who isn't helping, but talking nonetheless, we can look into and file under suspicious. At that point, we can go over other players in other day phases and talk naturally.
This isn't without its risks. This is not a fool proof plan.
The Cult Leader in the wiki has the power to whittle us down, although I'm not sure how this meshes with Drago's set up where he claims Cult doesn't have killing initially. This could be an exception or maybe the role is tweaked.
But, contrary to what you might think, this
could benefit us. The Cult Leader is only going to be using this move on his opponents, presumably. Meaning, we'll have less players to be suspicious of and those we're more sure of will stand out. Likewise, if he goes for friendly fire and kills his teammates with these, anyone who we are very suspicious of and isn't dead will be safer to go after.
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In Closing:
I think the way we win this game is by not lynching frivolously. We
can't even verify our TI so we'll be relying on reads. Reads that will change every day, considering we do not know the conversion pattern / who is our friend or not.
What we need is consistency, and if we allow Cult to get max. occupancy and we force them to stay there as we dig through the first 2 days for the Cult Leader (
guaranteed to be posting in either) I think it'll go a long way to ending this game.
It's slow and steady. Not a race to the finish line.
Be the tortoise.