Rescued captives need to do more than just stand


300_below

 

Posted

We have options in other places to allow retrieved mobs to stand, run to the door, wander aimlessly, etc.

Weirdly, this option doesn't seem to exist for normal rescues, though (i.e., not allies), and there really ought to be one.

I find it rather frustrating for captives to simply stand there; there are almost always story reasons why they shouldn't do so. At the very least, the default behavior should be to run away, not just stand there. But it would be preferable to be able to choose.


 

Posted

I'm not sure what you mean here. In my experience, rescued captives always book it for the nearest door. The only time this wasn't the case was when they were having problems with some outdoor AE maps, and the captives would just stand around. I thought they fixed that, but I could be wrong.


 

Posted

Yeah. They still stand around outside. After all, where did you want them to run to?


Freeedom
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Posted

I would rather them stand till than follow me around on some of the maps. nothingworse then having useless npc's following you like someone in highschool yelled fight!!!! and they only watch when you get to the next spawn.


 

Posted

I know they run on indoor maps. In fact they run so quickly after the final kill that some people wonder what happened to them when the fight is over. Apparently they shout their thanks over their shoulder instead of running up to the hero to speak before running.

I finally figured out to set the rescued emote to Talk in order to get them to stand still long enough to have their say. If there is a way to make them work like they do in dev missions I haven't figured it out yet.


 

Posted

[ QUOTE ]
We have options in other places to allow retrieved mobs to stand, run to the door, wander aimlessly, etc.

Weirdly, this option doesn't seem to exist for normal rescues, though (i.e., not allies), and there really ought to be one.

I find it rather frustrating for captives to simply stand there; there are almost always story reasons why they shouldn't do so. At the very least, the default behavior should be to run away, not just stand there. But it would be preferable to be able to choose.

[/ QUOTE ]

I've seen this happen on certain maps, where an "exit" door isn't apparent (like the Boomtown map, which doesn't have a door, but a red zone you pass through). It got frustrating enough to where I just had to write the captive's staying there as "catching her breath" while the rest of the mish carried on.

Other maps don't have this problem. I've used Portal Corp 2 to some reliable effect, for instance. (i.e., the captive will run away on their own.)


 

Posted

you can just turn it into an ally instead of a rescue.

Make the ally non-combat and tell them to wander, run away, or run to nearest door (which doesn't work outside usually)