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 Post subject: Re: Mocha Mafia - DAY 4
PostPosted: Wed Jan 30, 2013 8:31 pm 
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What if the gunsmith is just as clueless as everyone else though?

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 Post subject: Re: Mocha Mafia - DAY 4
PostPosted: Wed Jan 30, 2013 8:34 pm 
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If mafia has a gun though and shoots the gunsmith and doesn't get revealed, then that's it.

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 Post subject: Re: Mocha Mafia - DAY 4
PostPosted: Wed Jan 30, 2013 8:44 pm 
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That's why we need to plan this out before the gunsmith outs themselves.

We have to assume that their post could be their last, so hopefully in addition to revealing their role and validating it by revealing who has the guns, they'll also offer insight on who they don't trust or their suspicions.

In any case though, we know the mafia don't have all 3 potential guns or else this would be over. Probably don't have 2 guns either. If town happens to have 2-3 guns, we could be in a good position with a little strategy on our part.

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 Post subject: Re: Mocha Mafia - DAY 4
PostPosted: Wed Jan 30, 2013 8:46 pm 
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I also have my suspicions on who the gunsmith might be. Had it since yesterday, but I'm not sharing it in case it tips off mafia.

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 Post subject: Re: Mocha Mafia - DAY 4
PostPosted: Wed Jan 30, 2013 8:48 pm 
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Another problem of revealing the gunsmith is revealing who has guns.
And since they autokill whoever tries to kill them at night, it's like a map for mafia of whom they can kill and whom not.

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 Post subject: Re: Mocha Mafia - DAY 4
PostPosted: Wed Jan 30, 2013 8:49 pm 
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In all, I don't think that's a very good plan for town and would help mafia more.

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 Post subject: Re: Mocha Mafia - DAY 4
PostPosted: Wed Jan 30, 2013 8:50 pm 
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I thought they only had a chance of killing mafia, like last game.

Turbo asked about the odds earlier, but I'm not sure if EGoat ever responded.

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 Post subject: Re: Mocha Mafia - DAY 4
PostPosted: Wed Jan 30, 2013 8:53 pm 
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Besides, if the mafia don't touch the town that have guns, then the town that have guns are the ones who hold the power to keep the mafia at bay.

Obviously town isn't going to lynch someone who has a gun, and that's the mafia's only way of killing them. At worst, the gunless towns get picked off and the towns with guns have better odds of killing the remaining mafias.

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 Post subject: Re: Mocha Mafia - DAY 4
PostPosted: Wed Jan 30, 2013 8:56 pm 
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I think it was said it's 100% this game.

Well the gunless are taken care of one by one by mafia, while gunsmith keeps handing out guns based on who they tihnk is innocent or not, which itself can be wrong already.
So assuming some mafia already got a gun, we won't lynch them, and as there's less and less people without a gun, the chance that the gunsmith hands out a gun to another mafia gets higher.

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 Post subject: Re: Mocha Mafia - DAY 4
PostPosted: Wed Jan 30, 2013 8:57 pm 
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First off Kamak, what do you think on this? Should or shouldn't they based on your thoughts at this moment? It's likely they have a gun, so unless the mafia is also in possession of one, they're safe from a mafia-induced death, guns offer a 100% chance of killing whoever goes after you.

However yeah, as D-Vid said it's a map of who they can and cannot kill. The only person who could use a gun after that would be the gunsmith themselves (since the last action processed is the mafia kill, the gunsmith can keep refreshing their gun over and over)
Unless that shot reveals the shooter that is, in which case they can give that person another one.

In any case, if the gunsmith outs themself, we're limited to one gunshot per day.

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 Post subject: Re: Mocha Mafia - DAY 4
PostPosted: Wed Jan 30, 2013 9:08 pm 
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Even so, one shot a day is better than nothing. Hell, assuming all 3 potential guns are in town hands, we could be looking at much better odds here, especially given that the gunsmith wouldn't be killed, which at this point is top priority to the mafia now that their numbers are becoming more equal to the townies, meaning a better chance of getting hit.

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 Post subject: Re: Mocha Mafia - DAY 4
PostPosted: Wed Jan 30, 2013 9:09 pm 
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I don't think the gunsmith outing himself is a good idea. His own gun wouldn't protect him from someone who shoots him during the day, I think; the first post only says it protects against a "night invader".

Besides, mafia has no way of knowing who our power roles are, or who has a gun. I'd rather hold out for the chance that they'll blindly try to kill someone with a gun. It's been our only mafia kill so far...

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 Post subject: Re: Mocha Mafia - DAY 4
PostPosted: Wed Jan 30, 2013 9:11 pm 
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but right now we really have little to go on for a day lynch. If we're expecting the guns to carry us, then we might as well vote no lynch and hope the mafia end up wiping themselves out.

I'd still like confirmation from EGoat as to the percentage of effectiveness for overnight shooting, just in case.

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 Post subject: Re: Mocha Mafia - DAY 4
PostPosted: Wed Jan 30, 2013 9:14 pm 
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If we do that though, we also have to worry about the gunsmith giving out more guns to mafia by mistake, or, the guns that the mafia already have if they have any.

Plus, they could get closer to hooking the gunsmith (something we need to consider even for the gunsmith outing themselves if the guns are all owned by town).

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 Post subject: Re: Mocha Mafia - DAY 4
PostPosted: Wed Jan 30, 2013 9:19 pm 
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Kamak wrote:
Plus, they could get closer to hooking the gunsmith (something we need to consider even for the gunsmith outing themselves if the guns are all owned by town).

Oh shit I forgot about the hooker. With the gunsmith outed, the flow of guns would stop because that's all the mafia would hook anymore.

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