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Plane Crash II - Game Thread - GAME OVER!

Another day, another plane. Captain "Anger-Management" Tilden (As he was known secretly by the crew) had always been proud of how he handled the flights on his plane. Always smooth, orderly, and comfortable for the passengers. And he intended to keep it that way, he reflected, carrying his bags through the airport terminal. Today's flight was to be a tedious one over the atlantic. But never mind.

 

Got to keep alert, he mused as his bags went through a scanner. Terrorists were everywhere these days. The takeoff was, as always, impeccable. The passengers seemed fairly happy, apart from that hungover one complaining about the lack of painkillers, and Tilden settled himself down for a smooth flight.

 

A few hours into the flight, the door to the cockpit was nudged open, breaking the silence. Tilden stiffened. It was probably that flight attendant. It was no secret amongst the crew that Tilden had a thing for her. But he didn't care. He wasn't about to ruin his chances by shouting again.

"Ah, Marie, could you-"

 

That was as far as he got. Looking at the reflection in the window, he saw a man in plain clothes. A passenger? He was striding up to Tilden with purpose. Tilden's eyes widened as he saw the flash of a blade. He opened his mouth to speak, but couldn't. A knife was swiftly drawn across his throat. He choked, swiftly passing into unconsciousness.

 

And yet no-one noticed the 2 dead pilots in the cockpit. Marie, the flight attendant, was about halfway through serving drinks. She glanced to the left, flashed a fake smile to the passenger before seeing he was unconscious.

She sighed, and rolled her eyes, recognising the passenger as the one with the hangover. She was about to turn away, when something caught her eye. Had he spilt coffee on himself? She sighed again, reaching for some napkins.

 

Wait. That wasn't coffee.

She screamed, noticing the blood spread out over the man's torso. The passenger's heads turned round to look at her. The man's pocket identified him as a Police officer.

 

It was happening again...

 

PLANE CRASH II

 

ALIVE (Italics indicates confirmation)

1. Narsis

3. Electric Mango

8. AKCPLUTO

9. Falzis

11. Aquinas

12. CanucksDynasty

13. Martino

 

DEAD

'Anger Management' Tilden, Pilot, slashed N0.

Nameless Copilot, slashed N0.

Nameless Hungover Cop, stabbed N0.

crazyemolad, TOWNIE, lynched D1.

Junkahoolik, TOWNIE, lynched D2.

KevinH, TOWNIE, stabbed N2.

Sir Jesus, TOWNIE, lynched D3.

Kaziocore, TOWNIE, killed N3.

Junkahoolik II, TOWNIE, killed N4.

Edited by molestargazer

  • Replies 1.5k
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doing some quick math:

 

if we want to limit the ability of power roles as much as possible(not really a bad idea for the first night) then splitting into areas: 2, 3, 7, and 8 in groups of 3 and one of 4 will mean that whoever dies must have been targetted by someone in their section, greatly narrowing down the suspect list. although we do limit what pro-town power roles can do consider:

 

1) they likely won't have someone in particular they want to target(or won't mind picking someone else)

 

2) there will be little to no additional limitations of who they can target nor would there be any less information available to them.

 

 

so at least for night one(and probably night two as well) i think that our best move is to split into groups of 3 and 4 spread out over sections 2, 3, 7, and 8.

Since there are 13 of us and 8 locations to which we can each spend the night, maximum spread would give 5 locations with 2 players and 3 locations with 1 player. If the cop or doc is stuck in a location with only 1 player, they won't be effective. I propose we leave 2 locations empty and have 5 locations with 2 players and 1 location with 3 players.

 

 

Locations that should be empty should be #4 and #6 since they are adjacent to 3 areas instead of 2 like the rest.

doing some quick math:

 

if we want to limit the ability of power roles as much as possible(not really a bad idea for the first night) then splitting into areas: 2, 3, 7, and 8 in groups of 3 and one of 4 will mean that whoever dies must have been targetted by someone in their section, greatly narrowing down the suspect list. although we do limit what pro-town power roles can do consider:

 

1) they likely won't have someone in particular they want to target(or won't mind picking someone else)

 

2) there will be little to no additional limitations of who they can target nor would there be any less information available to them.

 

 

so at least for night one(and probably night two as well) i think that our best move is to split into groups of 3 and 4 spread out over sections 2, 3, 7, and 8.

 

Good idea...we can severely limit the target of mafia that way.

I'm in favour of this strategy.

 

So would a no-lynch be a good idea in this scenario then?

If mafia lynches at night...the suspect pool would be reduced to a either 2 or 3 people (given your scenario).

 

Unvote

depends. splitting into groups of 2 and 3 and leaving 4 and 6 empty would essentially split the town into groups of 6, 7, 4, and 5 depending on who dies. grouping into sections 2, 3, 7 and 8 however limits this to groups of 3, 3, 3, and 4. last i checked 3-4 is less than 4-7. thus it would narrow down the search much more effectively to group into sections , 3, 7, and 8.

 

also, if we split over the entire map in groups of 1s, 2s, and 3s...it is possible to have groups of 5-6. not really as good at narrowing things down, but gives us full coverage of the map.

 

 

the way i see it it all comes down to: do we want to figure out what the map benefits are or do we want to take advantage of splitting into smaller groups to narrow out the scum? imo scum hunting is more desirable then any benefits we might get.

 

even so...it might not hurt to spread out for night 1 and get an idea of what there is out there.

EBWOP: didn't notice CD's reply before i posted:

 

no lynch? tbh i think that would be a bad idea. you should know that the information we gain from VCs and the like is as useful as anything we might get from the night.

depends. splitting into groups of 2 and 3 and leaving 4 and 6 empty would essentially split the town into groups of 6, 7, 4, and 5 depending on who dies. grouping into sections 2, 3, 7 and 8 however limits this to groups of 3, 3, 3, and 4. last i checked 3-4 is less than 4-7. thus it would narrow down the search much more effectively to group into sections , 3, 7, and 8.

 

also, if we split over the entire map in groups of 1s, 2s, and 3s...it is possible to have groups of 5-6. not really as good at narrowing things down, but gives us full coverage of the map.

 

 

the way i see it it all comes down to: do we want to figure out what the map benefits are or do we want to take advantage of splitting into smaller groups to narrow out the scum? imo scum hunting is more desirable then any benefits we might get.

 

even so...it might not hurt to spread out for night 1 and get an idea of what there is out there.

 

I'd rather scum hunt than look for items that may or may not be of some use.

Assuming we are in the air for at least 2 nights...we can search all the rooms.

N1 - rooms 1, 4, 7 ,8

N2 - rooms 2, 3, 6, 9

 

I also think that items picked up would be randomly assigned as non-townies would probably also have a chance to pick these items up as well.

EBWOP: didn't notice CD's reply before i posted:

 

no lynch? tbh i think that would be a bad idea. you should know that the information we gain from VCs and the like is as useful as anything we might get from the night.

 

In a normal setup that is true.

 

But if we go with your strategy...if mafia nightkills...we significantly narrow the suspect pool down to 2 or 3 people.

And if no nightkills happens...we have one night where a cop has investigated and no loss to the town.

actually that would work very well me thinks. over the course of two nights we could figure out more or less what benefits are out there(of course anti-town could lie about a benefit) while still narrowing down the list. i think we have a winner. :) at least imo.

 

as for them being randomly assigned...yeah i would figure as much as well. even so assuming one lynch and one nk per day...we could have all the scum more or less figured out by the end of night 2, and at the very least 1 or two.

 

so the question now is...how do we choose who goes where?

 

imo the first couple people could choose of their own free will between the four sections until one is full (2 or 3 or 4 people) in which we say no more. and if someone joins a full section, we eye them very heavily...

 

and some mroe ponderings:

 

MOD: will the person be told what benefit they got regardless of whether it comes into play or not?

 

Yes.

Edited by molestargazer

EBWOP: stop posting when i'm typing!

 

as for the lynch-no lynch debate...i don't see any harm int his case. in normal games yeah it's kinda obvious we want to lynch first, but CD does make a good point. the thing that makes me...worry...is that we are letting the mafia control how we get our information. sure we narrow down a list...but the mafia chose who dies and thus who it gets narrowed down too. and what happens if mafia choose not to nk? then information is withheld entirely from us!

 

i believe that combining the information from a lynch with that of an nk would be very beneficial at determining who is scum and who isn't.

EBWOP: stop posting when i'm typing!

 

as for the lynch-no lynch debate...i don't see any harm int his case. in normal games yeah it's kinda obvious we want to lynch first, but CD does make a good point. the thing that makes me...worry...is that we are letting the mafia control how we get our information. sure we narrow down a list...but the mafia chose who dies and thus who it gets narrowed down too. and what happens if mafia choose not to nk? then information is withheld entirely from us!

 

i believe that combining the information from a lynch with that of an nk would be very beneficial at determining who is scum and who isn't.

 

Yeah...but I just have a feeling that if we go with this strategy...I highly doubt mafia will do a nightkill while we are in the plane.

 

I have no problem with doing a lynch as we get info for the later stages of the game.

Which will be needed when the plane crashes.

EBWOP: stop posting when i'm typing!

 

as for the lynch-no lynch debate...i don't see any harm int his case. in normal games yeah it's kinda obvious we want to lynch first, but CD does make a good point. the thing that makes me...worry...is that we are letting the mafia control how we get our information. sure we narrow down a list...but the mafia chose who dies and thus who it gets narrowed down too. and what happens if mafia choose not to nk? then information is withheld entirely from us!

i believe that combining the information from a lynch with that of an nk would be very beneficial at determining who is scum and who isn't.

 

 

Presuming that mafia will not perform a nk since it will indicate there is a mafia among the small group of 3 or 4 (which would be reduced to 2 and 3 if nk happens)...by not lynching...we get the cop info during the night.

 

Basically no lynching is "follow the cop" strategy.

 

The only control mafia would have at this point would be to try to influence the lynch (by voting or not voting for the lynch candidate).

 

Does that make sense?

heh yes. and i understand why it would work.

 

but what if there isn't a cop? tbh i'm generally against a "follow the cop" strategy until we know there is a cop out there.

 

another thing: what happens in a game where the mafia can't nk and lynches continue? in almost every game the mafia is going to lose. by treating the day as a usual game and taking advantage of the map to limit or prevent mafia from nk'ing at all we could fairly easily win.

heh yes. and i understand why it would work.

 

but what if there isn't a cop? tbh i'm generally against a "follow the cop" strategy until we know there is a cop out there.

 

another thing: what happens in a game where the mafia can't nk and lynches continue? in almost every game the mafia is going to lose. by treating the day as a usual game and taking advantage of the map to limit or prevent mafia from nk'ing at all we could fairly easily win.

 

 

13 players...there's bound to be some pro-town roles...so I guessing there is at least one cop and one doc.

With no nk's we gain the advantage of the doc investigating 1-2 people (I am assuming that the plane will go down next day or the day after).

 

Well...let's see what everyone else thinks.

 

A very boring VOTE COUNT

 

Not Voting (13): Narsis, Junkahoolik, Electric Mango, KevinH, Firkked, Sir Jesus, crazyemolad, Falzis, Kaziocore, Aquinas, Martino, CanucksDynasty, angel of doom

Edited by molestargazer

so far im am liking the map, when the plane crashes is the map still together???

 

most crashes i see the plane does not really make it alive! :P

The problem I had with "follow the cop" strategy in normal games was that one correct nk by mafia and there goes so many days of collecting info while the townies numbers dwindled.

 

Here...the scenario is different. The cop can gather info with much safety. Since mafia can't freely choose anyone (by move restrictions). Once we are all grouped into smaller areas/confinement (ie. when the plane crashes)...the cop can then share all the info that he found and be protected by the doc. Again...I'm assuming there will be a doc and a cop in a 13 player game.

I'd like to see us in 2,3,6 & 9 the first night so there can be some investigation of the cockpit, plus I'm scared that there could be snakes in area 1.

 

I'm not against a no lynch N1 and feel that if scum doesn't do their nk they're only helping the townies.

 

Every plane disaster movie has a cop and a doc, I'm assuming we do too. I'm also assuming that there will be at least one fake claim after N1.

 

/me waits for EM's FOS reason

well if the majority of the town thinks it's a good idea i'm not opposed to a no lynch.

 

Agreed.

 

And as I metioned in my previous post, the locations we should stay...

N1 - 1, 4, 7, 8

N2 - 2, 3, 6, 9

This will cover all areas in 2 nights such that we can gather any useful items.

I'd like to see us in 2,3,6 & 9 the first night so there can be some investigation of the cockpit, plus I'm scared that there could be snakes in area 1.

 

I'm not against a no lynch N1 and feel that if scum doesn't do their nk they're only helping the townies.

 

Every plane disaster movie has a cop and a doc, I'm assuming we do too. I'm also assuming that there will be at least one fake claim after N1.

 

/me waits for EM's FOS reason

 

 

Good point about the cockpit.

 

N1 - 2, 3, 6, 9

N2 - 1, 4, 7, 8

well, we could have the cop claim, move to the cockpit and make him have access to just one person to investigate then set that person in a safe compartment. but it would limit the number of rooms we can use then. also, i don't know when exactly the plane will crash and what happens after that. if we are stuck in a regular game of mafia after it happens, the cop will get targeted first...
well, we could have the cop claim, move to the cockpit and make him have access to just one person to investigate then set that person in a safe compartment. but it would limit the number of rooms we can use then. also, i don't know when exactly the plane will crash and what happens after that. if we are stuck in a regular game of mafia after it happens, the cop will get targeted first...

 

 

Seriously?!??!?!?! No no no no. You don't have the cop claim on D1 unless absolutely necessary (ie. to avoid a lynch).

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