Dealing with Greenos feels like you need to win three coin flips in a row for them to not betray or be useful.
First flip you need a Queen who is even open to working with Marines. This is gonna be the first major hurdle since you can’t really tell right away if they aren’t just lying and going to betray as soon as they can.
Second flip you need to get Command to want to deal with them at all. Greenos from a gameplay, tactical and also RP perspective are a major gamble and even wanting to work with them will cause issues. Marines are there to kill Xenos and on a meta level all of them know Greenos can betray.
Third flip you need to avoid as many mishaps as possible and this is very difficult. Just because Command and the Queen want to work together doesn’t mean Random Hugger/Lesser and Marine want to work together. I have seen Greeno huggers in Dchat say they will ignore what the queen says to provoke Marines and make the greenos hostile. And vice versa with Marines doing much the same.
While I think those are the three biggest reasons Greenos betray I also think the fact that they often times just get discarded round end and killed also breeds resentment among the players. They don’t get time to enjoy their fragile alliance and victory and more often than not just get mowed down by a Marine force that now betrays them. Lore wise makes perfect sense to dispose of them after but in a players mind what fun is it to be betrayed right after helping someone win? It just makes for a volatile mix.
That’s cause part of playing CO is always (trying) to have a grip on whatever situation is developing. It’s in direct opposition with the existence of greenos. They’re essentially a wild card and that gets old after a couple times of trying it out for fun. Even though you manage to negotiate an alliance with the queen, you can’t account for that one researcher who’s gonna disobey you and give all of the ship’s monkey cubes to the hive, the PO who forgot to disable his sentries, an IFF tag shortage or that one PFC who’s gonna PB the queen on the sight. Calculated risk is fun, rolling a dice every time they get made isn’t. When you buy the ARC, you know what you’re getting and with greenos, not so much.
So there’s little incentive to make greenos unless command is feeling quirky. Personally, I don’t care for them either way but if the researchers want their fun, I’ll authorise a few for their roleplay (and we usually all die later cause they gave the two full boxes of monkey cubes). If I’m down to two squad Marines, all the more reasons not to make them. It’s how the game is.
The look on HC’s face when they receive the fax stating that the marines on the dingy little almayer decided to kill a compliant and cooperative queen and her hive (they alone were worth more than the entire almayer and its crew)
Hell they don’t even need orders, just some random CL yelling on comms will be enough for them to kill greenos even if command is telling them not to.
This actually happened to me where some random guy yelled “GREENOS HOSTILE TERMINATE THEM” post round and I (as XO) knew this was false as they weren’t doing anything really, and then all the marines stacked up blew open research and executed the xenos and i think the CL or someone also killed me, marines will take any excuse to murder something.
i enjoy XVX and roll greeno because i’m expecting xvx, please can the chuds who are upset about dying as prime stop betraying without a good reason. I don’t care if you betray after xenos are dead just let me play what I was expecting.
As was said before in this thread, there’s rarely corrupted betrays, its almost always marines thinking with their guns instead of their brains(HRP cause marines cant think). Either a marine decides it would be funny to provoke a full hive of primes by PBing T1s(The Almayer gets absolutely destroyed), or some LRP MT decides its a good thing to ask out the queen on a date(His guts will become artworks on the walls, maybe CO’s too if he escalates), or hell even just the CO goes “Nah I’d win” and decides to randomly terminate a corrupted hive even if it existed before he joined the game(50\50 gamble on which you will lose groundside and 50% of combat and non-combat personel, just for a possibility of destroying a fully grown corrupted hive).
Yes, there is also legitimate corrupted betrays cause a Queen decides to randomly be a silly little griefer and ruin research’s fun(Predators at least dont destroy the entire department), I wont be saying names but you may know some. There’s always prime xenos whispering in hivemind of betraying marines for fun, but they wont disobey a Queen’s Will and will usually comply with whatever plan the queen player makes.
Yet, despite all, for every greeno uprising there’s 5 marine betrays. On top of this, corrupted with IFF tags can choose to betray the queen and permanently side with marines as Renegades. So it is in marine’s best interests OOCly to tag all greenos ASAP in hopes that some of them have any kind of morals. Usually when a queen betrays without cause - I go renegade and wage a guerilla war on corrupted hive, cause most times unless you convince all of the command staff that you are loyal and follow the CO around everywhere - you will be gunned down eventually by clueless marines who have zero idea they are doing the equivalent of killing a child who escaped abusive parents and rose up in defiance to help the government in defeating them. I had only one round where I managed to survive until the round end as renegade, in other two I got either gunned down by clueless marines or got the Guantanamo Bay special despite helping the marines through the corrupted rebellion cause CIC was made up of SOs that were PFCs yesterday due to the CO and XO being captured and bursting inside corrupted hive.
Greenos can betray their hive and side with marines due to a funny IFF tag breaking queen’s mind control, despite marine betrays being more frequent, why cant marines side with the corrupted queen as xenocultists if they have a personal alliance granted by the queen? There was so many rounds in which I would happily throw my lot in with the hive I made or a queen I liked more than the CO\XO. This would also make a funny dynamic where a round can have renegades and corrupted cultists fighting against one another after betraying their respective former factions. Usually I dont see greeno makers fighting for their children, either due to this being a gray zone in the rules where “Rule of cool” reigns supreme or because marine forces are just superior.