Sure, so long as they're like Antipodes and killing the puppetmaster doesn't do eff all to them. And let's give the puppetmaster a smoke grenade launcher and the ability to act independently while we're at it.
I agree to a point, but you could make this argument about pretty much every other faction's equivalent. Uberfall and Antipodes both have their own pocket rules, as do proxies and even auxilia. I could actually make the case that G:Marionette is simpler because it follows rules common to all factions: link team rules. And I could argue it's more intuitive because killing the puppetmaster actually does what you think it will do: shut down the troupe. Have you ever seen a brand new player kill a hacker and think that should shut down the remotes? The first time you ever played against antipodes did you try and kill control device thinking it would shut down the antipodes? Or the celestial guard controller thinking it would shut down the kuang shi? I've been banging the drum for a while that all these different rules should be simplified into a single unified whole. There's no reason we should have separate rules for link teams, coordinated orders, and a whole bevy of weird faction-specific variations. Everything should be based off a single rule. My preference would be to base everything off of coordinated orders. Link teams? It's just like a coordinated order. Puppets? It's just like a coordinated order. Antipodes? Auxilia? It's all just like a coordinated order that you don't have to spend command tokens on.
Killing the Antipode controller has a 50% chance every turn of sending them into retreat. Not as harsh as the Puppetmaster, I'll give you, but not nothing. Also I'd totally trade that BS11 smoke launcher for Counterintelligence and a Minelayer option.
There's a shooty zondbot in rpg. Would be nice if Nomads had some Servant OR attacker loadouts to choose from.
Agreed on the fact that options help immensely - even something so simple as "you're killing me, but here's a mine to choke on as I die" would be useful.
It's not 'already in the game'. Zoe with a Zondbot comes closest. Scylla works achieves the same interaction very differently because she needs to move into the midfield with her bots: this exposes her to risk, significantly changing the calculus. But, in addition to the reasons I gave in my original post, precisely because we are the Hacking faction. Nomads have excellent tools across the whole faction to support Hacking. By giving an ability that gets cool interactions best when properly supported, you emphasise the importance of those units as well as making Puppets cool. It's the same type of synergy that made Iggy + Interventors a great combo in early N4. Tl;dr Aleph has single Hacking units that peak higher than their Nomads equivalents. Nomads has wider access to Hacking and more cross factional Hacking synergies than anyone.
Nomad have a lot of options to support hacking: 1 or 2 more repeaters than any other faction that could try to go hacking, not "excellent". Our hacking is better than most out there, yes, but in reality, not by much (having access to almost all the same programs as us but with 1 or 2 less of wip with no extra malus is, in reallity, not much difference). Apart from 1 or 2 more platforms for putting repeaters, there is no other hacking sinergy in nomads that there is no in other factions with hacking. I suppose you reffer to iggy+interventors in N2, when hacking was, with CC, an awful tool where nobody but us nomads used hacking as a weapon, because in N3 was when the interventors started to die easier and I had to stop putting iggy on the same list as hacking because repeaters became a double edged sword that gave easier way to kill our hackers. If you want to look at the past, we might start a new post, because this can get chaotic.