As an indie that does play Vagrant I'd say it does seem a little strange, confusing in fights when so many meatbags are neutral - weren't Vagrants the OG schemers that were the bad guys in Vanilla?
Maybe get them to start as hostile but not replocked so individuals can improve reps by shooting competing factions at least
(06-08-2020, 08:05 AM)SnakThree Wrote: Whoever approved that Nomad Vagrants should be neutral to everyone and not getting shot at should step down as Game Masters.
probably reading too much into this, npcs shooting you is kinda annoying when you're hostile to 99.99% of them.
(06-08-2020, 08:05 AM)SnakThree Wrote: Whoever approved that Nomad Vagrants should be neutral to everyone and not getting shot at should step down as Game Masters.
probably reading too much into this, npcs shooting you is kinda annoying when you're hostile to 99.99% of them.
Seeing Nomad not getting shot at by humans is more annoying. Everyone has to deal with NPCs.
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There are other factions that have many more enemies than allies, yet they don't complain about NPC's shooting them. And they are humans, not aliens who tried to enslave humanity 27 years ago.
(06-08-2020, 08:05 AM)SnakThree Wrote: Whoever approved that Nomad Vagrants should be neutral to everyone and not getting shot at should step down as Game Masters.
probably reading too much into this, npcs shooting you is kinda annoying when you're hostile to 99.99% of them.
Tbh it makes no sense WILD PAWN
That operate way more in house space so it's much greater annoyance to them
Fly Civ or hybrid tech
Have "unknown" IFF that should be by definition neutral
Are posessed humans
ID cards say they are undercover to wreack havoc and people shouldn't know they are aliens
=>Start and are rephacked red to everyone
VAGRANT NOMADS
=>Alien squid that are responsible for deaths of billions => "Sure bro, let's chat, you seem neutral" - most of Sirius
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(06-08-2020, 10:19 AM)Relation-Ship Wrote: WILD PAWN
[...]
ID cards say they are undercover to wreack havoc and people shouldn't know they are aliens
Prawns are explicitly the opposite actually:
"Wild Pawns are Kusarian and Rheinlandic civilians and freelancers who have been abducted and infested by Nomads. The Nomads now use these pilots to overtly commit acts of terrorism and sow chaos across eastern Sirius, in pursuance of their inscrutable plans."
The Pawn ID was intended to sidestep the entire argument about infiltrators, metagaming and powergaming by defining them as low-value, overt assets that the Nomads use as a cudgel when an area needs destabilizing or particular targets destroyed. As opposed to the actual infiltrators who are more of a scalpel.
Pawn ID not being sold on Wild stations was an oversight, and I'll fix that now.
The Vagrant rephacks are also currently being discussed by GMs. We'll provide an update shortly.
If people actually read infocards for guidelines, this game would have been a lot better. Every faction and ID are meant to be played as something particular, infocards are there to help on how you should play it.
Player RP is nice when its making an addition to existing writing and actually developing it. Many players see RP development as the way to counter canon for some reason.