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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Evolution of the Wild Pawn ID

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Pages (3): « Previous 1 2 3
Evolution of the Wild Pawn ID
Offline Cortana Clark
08-24-2021, 04:39 PM,
#21
The weird Light
Posts: 563
Threads: 91
Joined: Nov 2015

(08-24-2021, 04:17 PM)Altzek Wrote: Yeah I mean that's my point, give them more options, just keep them away from military stuff. Some posts ago I made the point that Wild and Pawn IDs should complement each other one in some way.

Gameplay-wise, Wild for infiltration in military ships, Pawn for open terrorism in civilian, BW and some unlawful and paralawful ship lines which need to be added to make this thing viable.
RP-wise, Wild from a lawful background, Pawn coming from nowhere or almost.
They'd be two different approaches to play someone with a snake in his spine, one not necessarily lesser than the other.

The way the Pawn ID is conceived now is to give people a stepping stone to the Wild ID but (understandably) nobody cared because of how ill-fit it is for the task, you can't, say, infect a Miltary character and then give him civvie or BW stuff until Aoi accepts the application, people just skipped this step.
An approach like this would allow it to exist independently of the Wild ID without merely being a crap version of it to be disposed of at the first chance.
One could even come up with official factions that work distinctly from Aoi, though this might be a stretch considering how Nomads work. Still, it's an option I'm planting here.

I think this is the best way to handle it.

We already tried an approach with a wild pawn ID to create a faction and that attempt failed gloriously. This had little to do with the tech cell. I also don't agree with the point that the pawns should work more independently from both Void Faes or Aoi simply for the reason that someone has to create those pawns and I'm fairly sure that a Nomad no matter which hive it belongs to would go for such low-level humans. They are a tool nothing more nothing less. The only thing you would achieve with that is to split the already small wild player base into an even smaller one.

Also, the point of working distinctively different from Aoi is not entirely possible. We made the Void Faes for exactly this reason and we are doing decently so far but after all a wild is a wild. To create a new type of wild you would need a new type of Nomad because wilds follow the nomads' orders. Simple, The Hive is aggressive and only about killing so is the wild. If the hive is more about infiltration and deceiving so is the wild. Wilds are just the human mirror of a nomad.
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Online Kampanom
08-24-2021, 05:18 PM, (This post was last modified: 08-25-2021, 11:49 AM by Kampanom.)
#22
Light's Harbinger
Posts: 345
Threads: 12
Joined: Mar 2008

(08-24-2021, 04:39 PM)Cortana Clark Wrote: We already tried an approach with a wild pawn ID to create a faction and that attempt failed gloriously. This had little to do with the tech cell. I also don't agree with the point that the pawns should work more independently from both Void Faes or Aoi simply for the reason that someone has to create those pawns and I'm fairly sure that a Nomad no matter which hive it belongs to would go for such low-level humans. They are a tool nothing more nothing less. The only thing you would achieve with that is to split the already small wild player base into an even smaller one.

Also, the point of working distinctively different from Aoi is not entirely possible. We made the Void Faes for exactly this reason and we are doing decently so far but after all a wild is a wild. To create a new type of wild you would need a new type of Nomad because wilds follow the nomads' orders. Simple, The Hive is aggressive and only about killing so is the wild. If the hive is more about infiltration and deceiving so is the wild. Wilds are just the human mirror of a nomad.

It had to do with the tech cell and it had to do with the wrong framing of your faction as well.
They were supposed to be sort of Gallic Wild but Vagrant-aligned but you were using a terrorist ID that allowed no Gallic military ships, had no ZoI in Gallia and no sort of infiltration RP, that isn't even what the Pawn ID is for. Of course you failed like that, you couldn't do a thing of what you were trying to do. Faes, the new iteration at least, is your attempt to get out of that impasse you were stuck in, and I guess it worked well, but it was an impasse at first because nobody, not even you let's be honest, was understanding what the ID is for.

I'm not saying the Pawns should work independently from Aoi, I'm saying they should be conceived differently from them because their whole purpose is different; Aoi are the infiltrators, Pawn are the cannon fodder, they serve different purposes though they're both weapons held by the same "people".
If you expect infiltration RP on that ID, you're doing it wrong, and I've seen many people attempting to do it like this.
Part of my discourse is about emphasising this, because if people keep screwing up it's clearly not emphasised enough.
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