Teleporter or Helium-Lover 101

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Teleporter or Helium-Lover 101

Postby Rickdaily12 » Thu Apr 24, 2014 9:11 am

Easily one of the most complicated Town roles in the game. I could fill a novel with this one.

You are the Transporter.
Your job is to switch places between people without asking questions.

The Transporter is one of these dangerous roles where people help the game by screwing with it. If you've ever sat down and just wondered at a game why weird things started happening, like being an Investigator with a totally dead-wrong clue, or seeing Mafioso kill another Framer, or shooting the wrong person without the tampering of a witch, you may think the game is just going nuts. Actually, what is probably going on is you have a Transporter in your game!

Transporter is one of the most powerful roles in the game, because in the Night, targeting people means everything. And this role grabs two people, and swaps them. The problem is, the only 2-3 people who know what is going on are the people being moved, and the Transporter themselves. Meanwhile, no one else will really think anything of the situation at hand, because to them, their healings, killings, controls, and blocks have all gone according to plan. However, the Transporter better be good at retracing their steps and the information gathered each night. Otherwise, clues about killers among the transportations will vanish.

There are four reasons to enjoy playing Transporter:
1) You are the only town member who can force a Mafia member to kill another Mafia member, or even themselves.
2) You can protect yourself infinitely, and others infinitely. For all intents and purposes with guarding, you are stronger than a doctor.
3) As long as you are alive, your information is the most reliable at all times.
4) You learn something from almost every transport made.

People need to be careful with this role. You can't just use it casually and expect it to do much for you. If a Transporter is just casually moving people, they can very easily hurt the town more than helping it. People won't know if their targets have been moved. The only roles whom know their targets were switched are the Killing roles (obviously because if they were said to kill a different target, someone was responsible). Mafia holds most of the known killing roles. The Town, on the other hand, also holds several support roles whom can investigate others, protect others, or hamper their ability to add to the game. You need to notice how people are behaving, act accordingly, and MOST IMPORTANTLY- how to correct false information that turned up false by YOUR hands.

You need to be ready to help the town keep track of everyone, then. If you can do this well, your role will work wonders for you, because not only can you protect the Town, you can also turn the Mafia against each other, as well as learn important information about TWO people (not just one) each night. You need to be ready to use this information to your advantage at all times. If the role confuses you too much to do that effectively now, allow me to help.

This guide will cover the following major points:

1) A closer look at Helium-Loving and how to gather information
2) How to avoid becoming another Witch
3) When to reveal the Magician's Tricks
4) How to deal with Threats and Trickery


I'm just an illusionist who loves the smell of chemical parlor tricks! It's not teleportation magic! Hopefully I can teach you to appreciate this role as well. :)
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Re: Teleporter or Helium-Lover 101

Postby Rickdaily12 » Thu Apr 24, 2014 9:12 am

For references sake, before we begin, check out this hypothetical game I imagined. I will refer to this later on in the guide as we go along.

Spoiler: You are in game with five other people. These roles are known to exist: Godfather, Doctor, Vigilante, Investigator, Mafioso. Call the people A, B, C, D, E.

DAY PHASE 1
Last night, [who cares] died. He was killed by the Mafia.
Last Will: "DAMN YOU DOCTOR!"
Death Note: "MWAHAHAHAHAH DIE MAYOR DIE MWAHAHAHAHHAHAHA"
His role was Mayor.
A (Godfather) - Damn it! The Mafia might get us after all!
C (Vigilante) - Awfully quick to give up, aren't you? We still have a lot of power left.
E (Mafioso) - Yeah, well, I couldn't heal him anyway. At least now I can heal the rest of us.
You (F, the Transporter) - Agreed, we need more leads. Investigator?
B (Doctor) - Wait, no, you can't heal at all! I'M the doctor! E has to be Mafia!
D (Investigator) - Hold on. Who have you healed?
B - Mostly I've been healing A. He's been talking a lot, I think he's Investigator.
C - NO, D is the Investigator! He whispered that to me two Days ago!
E - You are a friggin liar. I've been healing C and F the entire time.
You - You've been healing me? When did you do this?
E - Night 2 and 4.
D - Stop voting B. I'm checking him tonight.
C - Screw that. I'm shooting him as well. I'll tell you if he's immune.
B - God damn you, I don't have any more self heals!
C - Sucks to be you.
You - Maybe you shouldn't be doing this.
*Night is about to begin*
D - Please just let me find what I need to. Good night.
E - A, I'm healing you tonight just in case. I actually don't have any more self-heals.


NIGHT PHASE 1
You think for a bit.
You realize you should do something about the doctors.
You have decided to transport B tonight.
You have decided to transport B with E tonight.


DAY PHASE 2
NO ONE died last night.
B - Oh god, thank you Transporter!
E - WHAT THE HELL! I got attacked TWICE last night!
C - E, why the hell did you heal B last night?!
D - Everyone, SHUT UP FOR A SECOND.
D - B, you are a damn terrible liar. You are not the doctor.
B - WHAT?! What are you talking about!
D - You heard me. You are Veteran, Vigilante, or Mafioso.
B - No! I'm NONE of those! I swear!
A - The Investigator's clues never lie! YOU are Mafioso!
C - I think E is an idiot for healing you, but you're dying this time.
B - For god's sakes, someone help me!!!
E - Shut it, Mafioso.
D - Kill him. Everyone else needs to shut up and listen this time.
You - No D, YOU shut up and listen. Stop the votes. Now.
D - ???
You - B isn't lying. I'm the Transporter, and I did move him last night.
A - What's your point?
You - I transported him with E. And I think it's odd that E didn't mention that bit.
E - So you're the reason I got attacked twice?
You - Yes, actually. I just find it weird that you survived. Why did you heal B? Weren't you going to heal A?
C - Now that you mention it, you're right...
You - B, you used your self heal last night, didn't you.
B - After Vigilante decided to say he was going to shoot me, I pretty much had to.
You - So after I swapped B with E, E originally wasn't going to be attacked? E said he had no self heals. Mafia would have killed him.
A - Maybe you're just being conned really hard. I still think it's B.
You - Investigator, you checked B last night, right? He showed up as Vig, Vet, and Mafioso.
D - So you're saying... I actually checked E instead?
E - You're an effing liar. I wasn't transported at all.
You - Then tell me how you survived TWO attacks without being able to self-heal, genius.
E - ........
A - So it's E, then? E is lying all along?
*Night is about to begin*
D *whispers to You* - (I think you're onto something. I'll check A tonight.)
You - Good night, E.
E - Screw you.


NIGHT PHASE 2
You think about D. He hasn't figured enough out yet.
You think about B. He still has a self-heal.
You think about yourself. You decide you need to be protected.
You decide to transport yourself tonight.
You decide to transport yourself with E tonight.
You were transported to another location.


DAY PHASE 3
E died last night. He was killed by the Mafia.
Last will: "How the hell did you kill me without a Serial Killer? Lucky Lynch?"
Death note: "MWAHAHAHAHAH DIE TRANSPORTER DIE MWAHHAHAHAHAHA"
His role was Mafioso.
C - I almost had a heart attack. I thought we just lost a townie.
D - F, was this your doing? =]
You - Indeed it was.
D - So you transported yourself with E last night?
You - Indeed I did.
D - Good. Then I know for a fact that A is Mayor or Godfather this time.
A - ...WELL DAMN YOU, TRANSPORTER! DAMN YOU!!!

(Later... A is hung)
His role was Godfather.

*TOWN WINS*

(What really happened in the nights)

Night 1:
E voted to kill D.
A overrules E's vote, demanding E to kill B (I imagine an argument among Mafia whether to kill Doctor or Investigator).
E now targets B.
D will investigate B.
C will shoot B.
B will heal B. (Self-Heal)
F (You) will transport B with E.
B is now in E's spot, and E is now in B's spot.

D investigates E, but thinks he investigated B.
C shoots E, thinking he shot B.
E attacks B, but now attacks himself. He has been shot twice now!
B wanted to heal himself, but now he heals E. E is saved from both attacks!
(Therefore, end result: no one dies)

Night 2:
E votes to kill F.
A also votes to kill F. (Small argument concerning other two main town, but you are threat 1 now)
D will investigate A.
B will heal B and attempt to self-heal again.
C has decided not to fire his gun tonight.
You decide to transport yourself with E.
F is now in E's spot, and E is now in F's spot.

D successfully investigates A.
B successfully heals himself.
C does not fire his gun.
E attacks himself AGAIN. He has died!
(End result: Mafioso dies)

1) A closer look at Helium-Loving and how to learn from it. Spoiler: Let's briefly discuss what is happening in a game when a Transporter is in play. The better you understand this, the better you know your true power. A transporter, for one night, will switch places between two people. When A and B are swapped, everyone who targets B will unknowingly target A instead, and everyone who targets A will target B. Only the Transporter and the two transports will know this happened. What you should be looking for is the end result of each transport. When a person claims to have done anything to one of your targets, remind yourself that those effects were actually used on your OTHER target instead. That way, if anyone says "I shot A, and A is immune", then B is actually immune, and if anyone says "Blocking B led to no Mafia kills!", then blocking A might lead to no mafia kills.

You should be looking for the following signs, in order:

1) Did one of my targets die? If so, the originally intended target was the other now living.
2) Were one of my targets investigated? If so, that investigation was only valid for the other target.
3) Did any harm otherwise come to one of my targets?

Most of the harm comes from the Mafia. Usually when one of your targets are hit, you ensure that the other target is very likely not to be Mafia (Mafia cannot target other Mafia without your help or the help of a Witch), and therefore you can at least be able to count on their help to get the Mafia killed. Usually. So if B is killed by Mafia, you know for a fact that since A was the original target, A is absolutely not a member of the Mafia.

You need to pay close attention to the chat at all times. Watch for people claiming to blocked. Watch people who claim to be attacked. The more you learn about what happened during your transporting, the sooner you find out about the truth of what everyone can do in the night. That will allow you to take advantage of it. Also, remember- if your transportations lead to no deaths, ONE possible explanation is that the other target is just naturally night immune. That leads to a very high likelihood of them being evil (GF/SK/Arso... or Exe.). Keep this in your mind (or in your last will) as you proceed ahead.

2) How to avoid becoming a second Witch. Spoiler: You need to be very careful in that Witches wreck a lot of havoc by switching targets around. You, however, cause a lot more trouble because instead of affecting only one person's target, you effect everyone in targeting two people. If anything, you are a Witch on steroids. This forces you to pay very close attention to what people are saying and doing, or else your actions will serve only to see the Town burn. Consider the example I've put in the above of the guide.

-Two people have claimed to be Doctor.
-Town attention will now be drawn to these Doctors.
-The Transporter decides to move these two, whom, no doubt, several people are going to be targeting.

This late in the game, people are going to be screaming Bloody Mary about anything that happens to either claimed Doctor after this point. I generated this example a bit differently, but it could have been an utter disaster. Suppose, first off, that Transporter did not feel the need to object to any of the findings of the town. Then, the Town would have been certain that the Doctor was actually Mafioso. Doctor dies, leaving Transporter to have to debate how to spare the remaining two town against the known remaining two Mafia. Vigilante has to risk firing his gun, but he only has a 1/4 chance of killing his only useful target- the Mafioso. If he hits anyone else, nothing will happen OR two town will die (innocent + guilt suicide), and town will lose. Investigator needs to find the Mafioso as soon as possible, but if anyone gets transported again, the issue might get complicated even further. Transporter, in this extended example, did not talk fast enough, and Town is just a night phase away (Mafia playground) from losing the game!

Or, maybe you may challenge that Transporter should have done something else, besides target the Doctors. The example can get even worse from here. Let us suppose then that you and Vigilante suspect A is Godfather, and so you decide to transport yourself with A. Vigilante, could then decide to shoot at A to see if he's night immune- but wait! You just swapped with Godfather! You will now die! The town will wake up the next morning to realize you have been transporting everyone. No one will know if C is really the Vigilante (didn't shoot the man he said he would!) or if B really is Doctor (maybe swapped earlier).Then they will need to argue over it. Even if the GF hangs, now Mafioso becomes a second Godfather, and kills the Doctor (whom can no longer self heal). Five town now becomes two (GF hung, Doc killed, Vig guilted), and the Investigator is left alone to die.

This is why every decision Transporter makes is a very important one. If you aren't carefully considering what other people are going to be doing while you are moving others, you can royally screw the town over. In my example, Transporter HAD to do the right something (risk of the wrong two people dying and allowing Mafia to win) and properly deduce who would be the right two choices to avoid everyone dying. They would also have to give who they transported right away or else everyone would be too confused and hang the wrong townie for being Mafia. This is like every other game you play Transporter. Your decisions will greatly impact the game.

This is why you should do the following:
+ Record all Investigator findings that are made public to you, and place them on the target you swapped with. (A is not mafia, B is.)
+ Make a mental note of delayed actions after role-blocking. (1 less death, 1 less reported dousing)
+ Note when Mafia appears to be onto you (people who you swap yourself with start to die)
+ Note when one of your targets die. (The other is probably innocent.)
+ Be as high-profile as possible about OTHER people, asking what has been done to them in terms of attacks, heals, blocks, and so on.

And this is why you should avoid the following:
- Transporting people likely to be helped (Victims who the Mafia will want to target, and Town will heal)
- Transporting YOURSELF with people likely to be investigated (If you appear as SK or GF, you are in a LOT of trouble)
- Transporting anyone with people who are suspicious when a Vigilante is known to be alive. (Obviously risk of Vigilante killing an innocent have gone up.)

Following those general rules of thumb will save you a lot of grief. At least, it has for me in the past.

3) A Magician who reveals his tricks?!?! Spoiler: A Transporter can do really well on their own by constantly moving themselves with other people. Even if they only protect themselves in this way, they learn a lot about the game based on what is happening to their targets the night after being transported. If Mafia has a Consigliere, they should be trying to search for you. Except, in trying to find you, they aren't likely to know when they finally DO find you (as you will appear as other roles, whereas your targets will appear as you) and have to get frustrated in the process. This actually makes you a significantly dangerous target for the Mafia. You can't hold still long enough for them to finally get you. And if they do, by some chance, even find you, then they risk attacking you the night you swap yourself with another Mafia member, or the Witch...

However, at some point, you need to spill everything you know about the Town, or else their equally useless findings (an Investigator will have this worse, as their clues could be worse than wrong) could risk getting town lynched or killed if they are misinterpreted. Eventually, if the Escort/Investigator/Lookout/Doctor/Vigilante blocked/checked/healed/shot the wrong person, and their findings start to unevenly match, the entire town will end up confused and in chaos.

Therefore, you should reveal yourself and everything you've found, when:
+ You have strong evidence of someone being night immune based on your transportations.
+ The Investigative Town Role is accusing one of your targets of being evil, when you know the OTHER target is truly Evil.
+ To prove yourself to be the REAL Transporter if someone tries to put you on Trial.

After this point in the game, you are the top investigator. You need as much information as possible to start putting as many bad guys to trial, and you also need to start swapping yourself with people you suspect are evil (because if they are foolish enough to attack you, they will just kill their allies). You need to stay alive as long as possible, especially if you have been alive for several days, because a lot of other things people have done and been checking in this game will have been messed up thanks to you. You need to do everything you can to prove to the Town that they can trust you.

You might get hanged at this point. Transporter can confuse a lot of people when he tells the investigator "Actually, A is probably not Mafioso, but B is..." and if he tells the doctor "You didn't heal B, but you healed A...." because some people are stubborn and like to trust everything they have written down. The first hurdle is breaking that wall of disbelief by proving the first person you suspect really IS evil by hanging them. Do everything you can to bargain with the town to give you one trial to prove your findings to be true. Never, never, never give up, because if Town wants to hang you by Day 5, a lot of things will need to be looked over again in your death, and they just do not have enough time to be looking over every last person cleared because you couldn't convince them.

You will have evil people trying to stop you. You need to be watching for them. They might even be good targets to swap yourself with. ;)

4) How to dispel the Evil's Trickeries and Threats. Spoiler: At my earliest possibility, I try to claim to be Transporter if I am Evil. It is a very easy role to claim if I need one last day to win as the Mafia. If anyone claims to have checked me, to find out that I was evil, I point out that I have either been transported or that I transported myself with another. If I don't claim Transporter, I claim the town role that my next target has already claimed, and start giving a whole bunch of fabricated findings. Not a lot of Hail Mary's can work in your favour when an Investigative town role claims to know you are evil. This one is one I rely on a LOT when I'm in the Mafia, and it works enough for me to count on.

Likewise, when I really AM actually the Transporter, there are people who will instantly start to seem to be really skeptical that I've just happened to be this hero of the Town, knowing all the truly correct moves now required to deal with the bad guys. These people usually start trying to get me hanged. I, on the other hand, know that their only motive for wanting me dead is because I'm ONE, an actual threat to the Mafia and other baddies, and TWO, just as able to confuse their findings as I'll confuse the town. These are the enemies whose claims about me I want to disprove to the best of my ability.

You have to convince enough town members to give you a night to prove yourself. Request a conference with the Jailor, or to the Investigator/Skeptic of the Town a way to prove that you have the power to transport people. That is the easiest way to call the bluff. You should also try to see if you can convince a doctor/Bodyguard to heal you while you move two people. If people start being moved as you claim, everyone who called you out will start to look suspicious. Likewise, you should be suspicious of ANY transporter who suddenly can't seem to transport who they promise they will. The only reason a Transporter will not be able to move who they say they will is if a Witch controls them, or if a Jailor grabs them (because they are otherwise immune to all role-blocks).

Bargain. As much as you can, you have to get the Town to grant you one chance. Point as many people as you have already touched to vouch for your powers. The moment you are cleared of all suspicious, chase down every last person who ever stopped talking entirely, or pointed a finger at you. This is usually the best way to end your threats after having revealed yourself.

Otherwise:

Beware of the Witch. She can't control both of your targets, but she can screw with you enough to mess up one of them. This will be enough.
Beware of the Veteran. You will transport him, but at the cost of your life. (At least, I think I remember it goes like this?)
Beware of the Vigilante. Innocents often die in the process of being moved when he shoots his gun.
And, of course, Beware of all other Transporters. Find out who they are ASAP.

Until then, try your absolute best to get the Witch, and all non-GF Mafia, killed at the hands of another evil. You can be a powerful weapon if you can read people enough to figure that they don't wish well on the town. Just be sure you know for a fact they are not Town when you throw them in harm's way. In my other guides, I talk about people giving a lot of banter without saying much about other people. These are often my victims to this tactic.

Alright, there we are! I feel like I still haven't said enough, but screw it, I'll edit more if I feel the need! Have fun with Helium! :D
Last edited by Rickdaily12 on Thu Apr 24, 2014 1:09 pm, edited 2 times in total.
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Re: Teleporter or Helium-Lover 101

Postby KTCatatonic » Thu Apr 24, 2014 10:56 am

Glad you're writing this. I actually think this IS the most complicated role of the game. Simple "If not A then B" deductions no longer apply, because a transporter has to follow a trail of bread crumbs.

When I said fuck this role, I didn't mean I hated it but rather the ragequit temptation that it invariably induces. Nothing grinds my gears harder, or sucks the fun out of this game faster, than this role. And the worst part is, when I have this role, I can't default the whole game or quit altogether, because I'll never pick it up. So, inevitably, I'll cause destruction until it clicks.

1) You are the only town member who can force a Mafia member to kill another Mafia member, or even themselves.


So the witch can't possibly make the GF target a non-immune mafia?
Spoiler: I'd list my ToS names here, but this bookworm and author prefers that they tell a story. Or ruin it. ;)

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Re: Teleporter or Helium-Lover 101

Postby KTCatatonic » Thu Apr 24, 2014 12:18 pm

Cerilium wrote:
*facepalm*

It says you are the only town member who can force a Mafia member to kill another Mafia member.

Either way great guide.


.... Ermagerd I am so derpy. I still have brain farts because in tabletop mafia, everyone is "the town" and there is "non mafia" and "mafia". But yeah, I have no excuses, and I'll just go put a paper bag over my head now. v_v XD
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Re: Teleporter or Helium-Lover 101

Postby Rickdaily12 » Thu Apr 24, 2014 12:52 pm

Alright. Guide finished...? I feel like I still might go back and make some edits, but I don't see an area that I haven't covered enough... yet.

Hopefully the example I added at the last minute helps enough. xD

Also, new drinking game. Take a shot every single time I say something like "Be careful, use caution, beware", etc. :oops: :lol:
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Re: Teleporter or Helium-Lover 101

Postby Aelyanne » Thu Apr 24, 2014 11:14 pm

Nice guide i like it.

Something i would like to add. If you transport A and B and B died, you know A is not mafia. If you trust him enough, you can whisper him to tell him you are transporter : He will believe you like he got the transported message. Now, you are cleared and won't get lynched.
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Re: Teleporter or Helium-Lover 101

Postby Rickdaily12 » Fri Apr 25, 2014 6:22 am

Hmm, you would whisper to the people you transport?

When I'm transporter, so that I can keep bouncing about without really being known, I tend to not give myself away to the people I transport. Also, on the off chance that the person is still evil (like say, SK) I don't want to be revealing myself to my targets until I know the town benefits more in me doing that.

Just because I don't necessarily know what people are going to say around me before they learn I'm a transporter. It's something I feel I should hide and observe people in the absence of that knowledge.
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Re: Teleporter or Helium-Lover 101

Postby KTCatatonic » Sat Apr 26, 2014 2:38 pm

You said there was a reason why you labeled the roles/letter as you did but I didn't catch it. Can you explain it here please?

Thanks!
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Re: Teleporter or Helium-Lover 101

Postby Rickdaily12 » Sat Apr 26, 2014 3:07 pm

EDIT: Scrap this.

You mean in terms of the game example? The hypothetical case where the Transporter solves everything?

A, B, C, D, E, F, because I have nothing better to call them. Why just keep referring to them as G, M, T, I, V, and D when one, the PLAYERS don't know that, and Two, the players themselves wouldn't necessarily speak in that order? It's like asking why logicians start with p, then go to q, r, s, t, etc. We just do. That's just our order.)
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Re: Teleporter or Helium-Lover 101

Postby KTCatatonic » Sat Apr 26, 2014 3:54 pm

Right. Yeah, I can understand that. In terms of trying to understand what the transporter is doing, though, I had to keep referring back to what they actually are.

I think I've zeroed in on my problem with the transporter. I'm trying to treat it like a game of chess and trying my damnest to see every possible outcome, plugging in the different roles like an equation. That is not a bad thing, necessarily, but I overthink it sometimes. Compounding the issue is that right now I'm studying for the LSAT. One of the sections is Logic Games. I'm struggling very hard with them and I'm mixing what I'm learning there with this. =/ Ah well.
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Re: Teleporter or Helium-Lover 101

Postby Rickdaily12 » Sat Apr 26, 2014 4:13 pm

Ah, you're studying for law as well? :) (And before you even THINK about mentioning Ace Attorney.... SHUSH xD )

Yeah. I'd say that's the root of your problem. When you're a doctor, when you heal someone, do you think necessarily who is good or evil, or do you just seek out people likely to be attacked because they're talking too much, have a weird name, or are clearly an investigator?

When you're playing a Vigilante, do you shoot people on the grounds of being too quiet, opposing investigators, or unsupported lynching?


Try playing both in the same role while protecting/attacking your targets. It's harder than it sounds, and worse, you're screwing EVERYBODY in the midst of targeting them. But in the right hands, Transporter is a game-changer, and a powerful one at that. Like I said- witch on Steroids.
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Re: Teleporter or Helium-Lover 101

Postby grepar » Sat Apr 26, 2014 8:25 pm

In my opinion, transporter is the hardest role to play but the most rewarding if you play it right.

I just hope that people will start adding it to custom games.

I had so few opportunities to play it :(


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Re: Teleporter or Helium-Lover 101

Postby KTCatatonic » Tue Apr 29, 2014 5:26 pm

I know what you mean, Grepar. I'm still sour on the transporter, because it seems like when I am brave enough to specifically throw it in a game, which is about half of the games I host, someone is playing the transporter who cannot come out and say they transported someone when I need them too, and I rage. And I must be bat shit insane to keep doing this to myself. :| I could lie and say I'm close to giving up, but I'm actually a stubborn pain in my own ass.
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Re: Teleporter or Helium-Lover 101

Postby Rickdaily12 » Thu May 01, 2014 3:19 pm

Some people just can't understand Transporter. It's very simple. All you have to say is "I'm the transporter, and last night I had Billy and Bob switch places".

If they wonder what you mean, say "Whatever you think you did to Billy, you did to Bob, and vice versa".

If they keep arguing with you, it's because they don't understand your role, and it's easy to get why. Transporter screws over EVERYONE because the only people who know what happened the night before are the Transporters and their moved targets. They often need to rely on each other to relay findings.

In your case, if A and B say they were Transported; you as the Transporter step forward and confirm moving them; the town STILL hangs them anyway... there's nothing more you can do besides explain why they were wrong when you arrive in the death chat. Unfortunately. =/
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Re: Teleporter or Helium-Lover 101

Postby n0valite » Tue May 13, 2014 9:53 pm

I have a question. So what's the point of transporting yourself if you're the transporter? What does that even do? I was the transporter in my last game and I transported the Godfather to himself because I was a bit confused.

But also, let's say there's 4 people left. A transporter - me. A normal non killing townie, the Godfather, and a medium. The Godfather targets the medium and I teleport both of them. Would the Godfather target himself? Or would the Godfather still kill the medium?
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Re: Teleporter or Helium-Lover 101

Postby Rickdaily12 » Wed May 14, 2014 7:05 am

n0valite wrote:I have a question. So what's the point of transporting yourself if you're the transporter? What does that even do? I was the transporter in my last game and I transported the Godfather to himself because I was a bit confused.

But also, let's say there's 4 people left. A transporter - me. A normal non killing townie, the Godfather, and a medium. The Godfather targets the medium and I teleport both of them. Would the Godfather target himself? Or would the Godfather still kill the medium?

Transporting yourself is nice because it can be a way to forever protect yourself from any attacker. Mafia and SK cannot target themselves if you transport yourself with them. So if they can't target themselves, then they must try by attacking you, which will just result in them attacking something immune.

And no. In your example, you would save the medium. Their places would be switched, and the Godfather would attack himself in the night. The next day, he would likely be lynched. Mafia's pretty much screwed by that point entirely.
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Re: Teleporter or Helium-Lover 101

Postby n0valite » Wed May 14, 2014 4:48 pm

Rickdaily12 wrote:
n0valite wrote:I have a question. So what's the point of transporting yourself if you're the transporter? What does that even do? I was the transporter in my last game and I transported the Godfather to himself because I was a bit confused.

But also, let's say there's 4 people left. A transporter - me. A normal non killing townie, the Godfather, and a medium. The Godfather targets the medium and I teleport both of them. Would the Godfather target himself? Or would the Godfather still kill the medium?

Transporting yourself is nice because it can be a way to forever protect yourself from any attacker. Mafia and SK cannot target themselves if you transport yourself with them. So if they can't target themselves, then they must try by attacking you, which will just result in them attacking something immune.

And no. In your example, you would save the medium. Their places would be switched, and the Godfather would attack himself in the night. The next day, he would likely be lynched. Mafia's pretty much screwed by that point entirely.


Interesting :o. I'm hoping I get to become a transporter again in the near future to try this out. I've only been one 2 times I think. Thanks for the info.
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Re: Teleporter or Helium-Lover 101

Postby TheThief » Wed May 14, 2014 4:50 pm

It is one of the two town member roles that can make the mafia not attack you (Due to not wanting to kill fellow mafia member or themselves.) along with veteran.
It is the one that the serial killer and arsonist will target about 60% of the time if you confess.
These things are important. (The mafia meaning people who can actually use mafia well.)

Great guide! I feel more able to use Transporter without dying on first night and saving a framer in the process...
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Re: Teleporter or Helium-Lover 101

Postby Armoggedon » Fri Jun 27, 2014 1:01 am

So i was reading the hypothetical situation and something bugged me and i couldn't just ignore it. When Day 1 started, well obviously its day 1 but, read down a little further and it says that E said that he/she healed you for night 2 and 4, well night 2 and 4 hasn't came yet so that right there would be a red flag for everyone but, be it as it may, it's that way to continue the story line as you see fit. Just bothered me, and this guide, i believe helped me understand how the Transporter role could be helpful in good hands.
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Re: Teleporter or Helium-Lover 101

Postby LordTeague » Wed Jul 08, 2015 8:49 am

A couple of notes that I've found from a couple of my past games as transporter:

Game & Point 1:
Sometimes even the "One of your targets was jailed so you could not transport them" message can be useful. In this game, the jailor died the same night I got that message as jailor, so I knew ONE of my two targets I transported that night was the one that was jailed. The jailor didn't keep a will, but narrowing it down to 50:50 (and not even that thanks to other information from the town) meant that it quickly became obvious who the SK was. While the SK didn't get lynched till further in the game, pretty much everybody knew they were SK.

Game & Point 2:
To make things simpler, I will abbreviate Killing Role as KR in the sentence to follow, which typically refers to Mafia Killing and Neutral Killing roles. Sometimes you can get a Bodyguard to stop a KR from killing the same KR by killing the KR. You can get this to happen by transporting both the KR and the Bodyguard's target, which as described in the youtube BG guide by Magnasword, can be accomplished by whispering the BG to guard you and then transporting yourself with a known killer (although he specifically mentions the SK with this).

However, there are two other occasions this can happen. One is when you transport the killing role with a vital target that the BG decides to protect. The other is when the BG decides to use their vest and you transport them with the killing role. This latter thing is what happened in this particular game. I got the BG to stop the GF from killing the GF by killing the GF. I let everyone know afterwards too. The only killing role you can't pull this trick off with is the Werewolf, unfortunately.

Both of these games happened one after the other too. XD
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