Agreed. And the chance of killer surviving until there are 4 players left is 1/4, and that's assuming the killers don't try to do anything to manipulate any other players and join alliances at random. The risk is too great.
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It's the worst approach. That approach would be like going down the line, each person killing themselves, and hoping the killer isn't the last one standing.
By your logic, every approach is like that and we should stop playing.
Eliminating players not in one of the two main factions will either cause the killer to get eliminated early, or force the killer to work for one of the faction leaders and share information. If the information one of the members coughs up doesn't check out, the member can easily be eliminated, forcing the killer to be honest with his intelligence report as well. I think this is a lot better than a FFA where no one knows anything and the killer can kill without people finding out.
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An artist's depiction of an Extended Unit Death
There are clues placed into the game that point at the identity of the killer. The longer we all stay alive, the more at a disadvantage the killer becomes.
Your eagerness to kill is understandable coming from you, Aristocrat, but you can't argue it to be a good thing for anyone but the killer himself.
Having unaligned players running around taking/destroying those clues without either of our faction members finding out is worse, though. Eliminating unaligned at least ensures no one has information that only they know. I understand that your control over mineral resources has made the unaligned tools for your campaign, but rest assured, there is no long-term benefit to keeping them around, especially since none of them will succeed in collecting the bounty.
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An artist's depiction of an Extended Unit Death
Those who see the horrors of which you are capable will surely reconsider not joining my faction.
You're correct that there is a concern of having individual players destroy evidence, but don't forget that almost everyone in TKG1 was an individual player, and evidence still fell in the hands of an innocent player. Therefore I don't see this as an excuse to blindly kill. Also, the killer, even in a faction, can destroy evidence and not report it. Not everyone is going to travel in pairs 100% of the time, so I don't see what forcing people to join a faction will accomplish.
I'd like to take this moment to point out that if you have not joined a faction, you are in danger; Aristocrat, even if he isn't the killer, has more incentive to kill neutral players than even those in my faction. It sounds crazy, and that's because Aristocrat is crazy.
Quote from name:Tuxedo-Templar
Now that I think about it, with 2 equal factions, it's a 50% chance of one or the other having the killer. If one faction is eliminated, then the remainder is subdivided into another (both of equal strength), it's again 50%. If non-aligned players are systematically eliminated by standing factions before the factions engage each other, the odds fall strongly out of favor for the killer in the long run.
Algorithmically, it's the best approach.
It's the worst approach. That approach would be like going down the line, each person killing themselves, and hoping the killer isn't the last one standing. There are 16 players in the game. That means there is a ratio of 1 killer to 16 total players. Halving that number means that there would be a 1:8 ratio. Halving that again would bring the ratio down to 1:4. Each death makes the killer closer to victory.
I cheer for Roy, or whoever is against Aristocrat.
You're no fun.
If you did go down the line, odds are very low he's the last one standing. A slightly more ethical way to do it would be lynch votes, but fuck mafia rules.
Edit: There's only one problem with factions: Until independents can all be accounted for, any one of them could compromise a barricade if things start going south for them, and it could be fatal to us all.
Also, I hope the killer doesn't have an 'optional' victory condition for survival.
Post has been edited 2 time(s), last time on Feb 3 2012, 5:34 am by Tuxedo-Templar.
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Quote from name:Tuxedo-Templar
Edit: There's only one problem with factions: Until independents can all be accounted for, any one of them could compromise a barricade if things start going south for them, and it could be fatal to us all.
Which is why we eliminate the independents first. Duh.
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Yeah, but I mean they could do this before we eliminate them, I'll bet.
I think the rule for the time being should just be: Eliminate anyone who is near a barricade.
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An artist's depiction of an Extended Unit Death
Quote from name:Tuxedo-Templar
I think the rule for the time being should just be: Eliminate anyone who is near a barricade.
Also known as: quick everyone, move towards the barricades!
What could go wrong?
An artist's depiction of an Extended Unit Death
North? Where Aristocrat is unconscious? After I posted the bounty, you announce this?
Hmm...
You guys are so weird.
And we shouldn't even be killing random people in the first place. Might as well wait for the killer to make a move and then look for clues and alibis.
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Of course we shouldn't. At least some of us are going to anyway, though. I'd rather not give a chance to be on the receiving end. :moraldilemma:
I'll hold off busting heads for a bit, though...
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I think *if* the barricades are holding back something from getting in (zombies probably), then logic says that the only reason they exist is so that after a certain amount of turns they will be broken down and we will be having a zombie problem. It kind of reminds me of Dead Rising, in a multi-player sort of way.
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An artist's depiction of an Extended Unit Death
We're fine as long as no one opens the barn door.
Quote from name:Azrael.Wrath
Raccoon leaves south.
Oh no!
And we shouldn't even be killing random people in the first place.
I agree, which is why I tried to kill a
specific person so he wouldn't kill random people.
Also, Olimar, stairs are to the north, but it's kind of a long way's journey.
I'm sorry, EzTerix. Accept your fate and all will be well.
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