Telas, on 06 June 2012 - 11:15 PM, said:
Meanas, on 06 June 2012 - 11:10 PM, said:
Korvalain, on 06 June 2012 - 11:02 PM, said:
Meanas, on 06 June 2012 - 10:53 PM, said:
The problem is, as it always has been, the lack of information. The issue, as I see it, is that town has no idea how many people have been recruited. You have said yourself that recruits get extra abilities of some kind when they get recruited. In addition, they have a leader to look to, who again has more information than town has. So even supposing town cooperates with the cults and manages to out Batman, there is nothing to stop the cultists from decimating town at night and emerging victorious.
Correct, which is why I was surprised at the hard line at the start of the game on thinking long term (I still admit I am wrong to the letter of the law, but I would have believed this without writing it in words). The cooperation I am talking about gives town a way to save face and move toward their VCs. It's a war of attrition, with town trying to be efficient enough to get rid of batman to have time to maintain pleurality. The way town is dicking around, this is growing less and less likely to happen. CLs need batman gone, but if we had moved fast enough such that cults still had small populations, they would start dwadling so as to give themselves more time to recruit. That's when town would need to pick up the slack. That would be one of the few viable town strategies that I could think of.
NO.
This is not correct, and I hope no one is unwisely fooled.
It seems to make sense, but it's actually PRACTICALLY IMPOSSIBLE for town to win this way. Why? If town entirely ignores cult, and goes entirely for Batman, then EVEN IF THEY HIT BATMAN EVERY SINGLE DAY FOR 4 DAYS IN A ROW, TOWN STILL LOSE. Why? Because more than likely enough have been recruited to cults. Eloth has already owned up to a double-recruit ability.
Cults need to recruit and take out Batman.
Batman needs to take out cult leaders.
Town needs to take out Batman AND the majority of cult leaders to stand a chance of winning.
Town can't take out cult leaders without wasting a lot of effort and time (if they can take out CLs at all...). Moreover, the more town fiddles around with lynching cult suspects, the more chances it has of shooting itself uselessly in the foot. Can't go for both mate. One or the other, two simultaneous clocks. Town has to rely on cult squabbling enough and running into eachother enough to prevent efficient recruitment.
You take away competition, and there will be a monopoly. Remember, if cult dives for the same person, that person is not recruited by either. If there is only one CL, it's a win every time.