I'm developing a bad feeling that this is going to turn out like BP1 did at this rate.
So you think we're going to win the wrong game too quickly?
Let me run with this for a moment. In BP1 it wasn't "won the wrong game", it was a failure to take the premise seriously: you were supposed to find the dopps. You found some, failed to find the hidden one; it wasn't a hidden game, it was consistent with the setting of "testing how good you are at finding dopps". There maybe something similar here. On the face of it, the premise is "escape on the ship", and what we're missing is that some of us don't really want to escape.
...Meph has made mention several times to "that'd depend on the situation on the ship" and similar points earlier. I think that means that what's important is
who gets to the ship. As has been speculated, perhaps if dopps end up on the ship, they'll eat the humans on board and only the dopps win, and perhaps if a pilot doesn't get to the ship, then it won't fly and the escape would fail immediately. But more importantly, that if one of the captor infiltrators does make it to the ship, he'll prevent the escape still somehow -- sabotage, or sounding an alarm, or something.
That would mean we not only have to get
to the ship, but have to make sure the wrong people
don't, as well. Lack of roleflips sure hurts this effort, but if attrition goes at the current rate, it'll be only two or so people who get there anyway. I envision a lylo-kinda-thing on the last leg on the trip: two escapees and a collaborator have to decide who stays behind; if the collaborator succeeds in leaving the escapee behind, he wins, because the escape won't happen.
If the above is right, how do we find them? We don't seem to have a lot of tools to do so other than standard scumhunting, complicated by lack of flips. Or perhaps we have other tools we haven't thought of? Ideas on this are welcome. Or different interpretations on the setting.