Liosan, on 25 May 2010 - 05:15 AM, said:
Ruse, on 25 May 2010 - 05:09 AM, said:
Surprise is the emotion I was feeling when I wrote that. You are entitled to interpret it how you wish, but that is what I was expressing with the word "seriously."
And that "emotion" is a rather neutral one, don't you think? You can be either happily or unfortunately surprised.
Or I can be neutrally surprised, given my opinions on how less kills now could equal more kills later.
So, anyway, moving away from the "Ruse is a snarky misanthrope" line of questioning, here is a full explanation of my thoughts on how kills may be quantified in this game, based on the last Spycraft game and some thinking fueled by a distinct lack of killing thus far.
So, here are the syndicate roles from last game:
Path-Shaper, on 21 September 2009 - 01:28 PM, said:
--Syndicate--
Quote
Grischa Timkov – Assassin (Russian) -- Syndicate
Level 0:
Assassinate: night only. kill a target player.
Level 1:
Hard to kill: passive. 1 BP
Level 2:
Consummate Liar: passive. You come up as a spy on finds/CF instead of Syndicate.
Level 3:
Drive by shooting: day only. Limited number of uses (1). Kill a target player.
Level 4:
Harder to kill: passive. 1 extra BP.
Level 5:
Do Not Cross Me: passive. if you submit a kill action and it is cancelled by intervention of a healer or guard, the healer or guard becomes the target of your kill, instead. If you target a guard, you are not considered to be guarded.
Quote
Stephen Churchill – Gadgeteer (British) -- Syndicate
Level 0:
Sabotage Communications: night only. Limited number of uses (3). Guard a player for this phase. This guard also blocks lover communications. The target will be informed he is guarded.
Level 1:
I Know All Your Tricks: passive. you are immune to guard attempts by others.
Level 2:
It’s Sabotage!: passive. Upgrade of Sabotage Communications (4). 4 extra guard attempts, which now may be used on night and day.
Level 3:
Booby Trap: day only. Limited uses (1). Target a player by sending his name to the mods. After the third time the player posts, he’s blown up, taking the person who posted immediately before him, with him into a fiery death. Bulletproofs do not help against this action, only Lynch Proofs. The day is immediately ended.
Level 4:
Tracking Device: day only. target a player. All his PMs to the mods and all his actions are sent to you for the duration of this phase. You may sent a different name to the mods each day, but you can only track a single player per day.
Level 5:
Set Up: night only. Limited number of uses (1). Target a player. If the player ever votes for you, today or in the future, he is blown up during the next vote count. His vote is, of course, removed, unless he was the hammer in a lynch on you, in which case you both die in a fiery conflagration.
Quote
Isabelle Paix – Infiltrator (French) -- Syndicate
Level 0:
Spy in the Web: passive. knows the identity of all syndicate players, and their code-names.
Infiltrated: passive. comes up as a spy on finds
Level 1:
Seductress: night only . Limited number of uses (1). Establish a lover link with a player of your choice (this may be another syndicate player or a spy). You do this by sending a PM containing the players name to the mods, they will inform your target and then get back to you. From there on, you can send each other messages directly, CCing H&M.
Level 2:
Inside Information: day only: send a PM from a lover you have to the Mastermind. Useable any number of times per day, but precludes using other day abilities.
Level 3:
Menage-a-trois: night only. Limited number of uses (1). establish a lover link with a second player of your choice.
Level 4:
Secrets betrayed: Limited number of uses (1). When you receive this ability, send the name of a single player you have a lover relationship with to the mods. You learn all of his abilities and may broadcast them to another player of your choice (does not have to be a lover or syndicate player) upon receiving this ability. This counts as your night/ day action for this phase.
Level 5:
Wine in front of me: Day only: kill one of your lovers.
Quote
Ernest Scofield – Mastermind (American) -- Syndicate
Level 0:
Escape Hatch: passive. 1 lynch proof, 1 bullet proofs.
Mastermind: passive. you know the identity of all your evil underlings.
Radio Contact: passive. For as long as the Comm Man lives, all American players can communicate with one another through Hugin & Mugin. No player may tell any other what their game or forum alt is, what their abilities are, or set up clever tricks to do either, on pain of a modkill of the communications guy. That’s not you, for your information. The Mastermind is strictly forbidden on pain of a modkill of himself to get the comm. guy modkilled by violating this rule.
Level 1:
Double Agent: night only. Limited number of uses (1). Recruit one other player to your cause. If the player is immune to recruitment, you lose this ability.
Level 2:
Well Protected: passive. 1 extra BP
Level 3:
In Control: passive. Limited number of uses (1). Upon receiving this ability, send the alts of two other syndicate players to the mods. You instantly become a lover with them.
Level 4:
Plan & Coordinate: passive. Limited number of uses (1). Upon achieving this rank, the mods will PM you the role PMs of your evil minions (including their level 5, including dead ones).
Level 5:
I’ll Do It Myself: passive. Limited number of uses (1). You learn one level 0 to 4 ability of one of your evil underlings, or you may learn one of your own level 0 to 4 abilities again. The minion you learn it from does not have to be alive.
So, I've italicized the direct killing abilities. The mastermind's last one isn't necessarily a killing ability, but I think it was used as such. So there is 1 "kill every night" ability, plus 5 more potential deaths from syndicate abilities, plus the Mastermind's ability which could potentially be another "kill every night" ability.
And this is all for 17 players. With 22, I would assume maybe 2 more free-standing syndicate kills.
Plus the fact that there wasn't even an attempted kill night 1 suggests the guy with a "kill every night" ability, if there is one, doesn't get that ability until maybe level 2 or 3. To compensate for that, I would assume 1 or 2 more free-standing syndicate kills.
Plus the Japanese have all these killing objectives, so one would assume they have a lot of vig kills. Plus, the way the objective is worded, it implies the other factions have, to a lesser extent, killing powers, as well.
To me, all of this adds up to a lot of free-standing killing abilities for both the syndicate and the spies, and we haven't seen hardly any of it. This concerns me.
Ugh, this happens to me way too often where I think about the mechanics of a game too much and I assume everyone has made the same logical leaps I have. Then I make statements from a perspective that I think everyone is at and they get all misunderstood. Quite frustrating, but I suppose it is my own fault.
I'm going to sleep now.