"Investigate"= Defeat All


Catwhoorg

 

Posted

I was running Mercedes Sheldon's first mission, "Investigate the Rave in Skyway" and when I entered, the Nav Bar showed that I had to rescue 5 citizens and defeat 3 Freak Bosses. 2 of them were Tanks, but the 3rd, TaseBro, was not, so initially, I did not see him. Got everyone else rescued and/or defeated, and the Nav Bar read "1 Freak Boss Remaining."

I found TaseBro and whooped him, but the Nav Bar still read "1 Freak Boss Remaining" and the mission did not end.

Well, apparently "Investigate"= "Defeat All," because the mission did not end until I had hunted down every last Freak. Annoying, but Oh Well. The Nav Bar not updating was the thing that really annoyed me, though. It should have updated to Defeat All, but did not. Some Dev needs to brush up on their MA scripting!

I am getting the idea, though, that any "Investigation" means Defeat All, and although it usually won't say that, the mission will go on until every foe is beaten. That seems to be how it always works.


"How do you know you are on the side of good?" a Paragon citizen asked him. "How can we even know what is 'good'?"

"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."

 

Posted

Quite a likely explanation, I've kept my eye on 'runners' for some time now, otherwise they can end up somewhere obscure and you end up having to kill all just to find which was the one thug who was supposed to be guarding the boss you just whooped.


K5K - The Killbot 5000
A Spanner In The Works Part One, ArcID: 336662, A Spanner In The Works Part Two, ArcID: 336665, Enter Japes, ArcID: 96001
In The Darkness Creeping, ArcID: 347709, When Dimensions Collide, ArcID: 412416.

 

Posted

That is certainly possible. Runners on the street will eventually return to where they started, Whistling Innocently and strolling like a day in the park.

Runners in the Terra Volta TF, however, tend to run into the hallway outside the bubbling room and pitch a tent!

So one of the Freaks could conceivably have run off and never returned. And was the very last baddie I found.

Perhaps I can run that mission again with another hero and see if the mission ends prior to defeating everyone.


"How do you know you are on the side of good?" a Paragon citizen asked him. "How can we even know what is 'good'?"

"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."

 

Posted

It certainly did for me the last time I ran it, then I *cough* arrested *cough* the last couple of Freak spawns anyway.



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

In the first mission of the Sister Psyche TF, "investigate" does seem to mean "defeat all".

When the first mob is spotted: "We investigated. There are indeed Freakshow here. Call the contact."



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Investigate means Defeat All 90% of the time it's used Heroside.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

Hero investigations are VERY violent.


 

Posted

I wish that all the missions would have two mission objectives -- the one you see when you get the mission from your contact, and the one you see when you actually enter the mission. Take the mission where you're supposedly going to be the guest of honor at a science-fiction convention; even if (every time I've gotten it) the mission being located in Crey's Folly didn't give it away, the fact that it immediately pops up with 'Defeat all Rikti in warehouse' as the mission goal. For missions like that, it's a trap, we know it's going to be a trap, but I think it would increase the immersion a bit to see "deliver necklace to safehouse" as the mission goal on my way to the door, even though I know I'm going to have to beat up the mobs that invated the safehouse once I get there. Missions that didn't have 'concealed' objectives would just have the pre-entry and post-entry messages the same.


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers

 

Posted

[ QUOTE ]
I am getting the idea, though, that any "Investigation" means Defeat All, and although it usually won't say that, the mission will go on until every foe is beaten. That seems to be how it always works.

[/ QUOTE ]

It's much easier to "investigate" dead mobs than live ones.


 

Posted

[ QUOTE ]
[ QUOTE ]
I am getting the idea, though, that any "Investigation" means Defeat All, and although it usually won't say that, the mission will go on until every foe is beaten. That seems to be how it always works.

[/ QUOTE ]

It's much easier to "investigate" dead mobs than live ones.

[/ QUOTE ]

Paul Newman, as Judge Roy Bean, sentenced a freshly shot baddie lying on the floor. Bean went through his pockets and charged him a fine, which he then collected, for "discharging a firearm." He then found $20 in another pocket, so he added, "... and $20 for loitering!"

It DOES simplify a lot of matters.


"How do you know you are on the side of good?" a Paragon citizen asked him. "How can we even know what is 'good'?"

"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."

 

Posted

[ QUOTE ]
Quite a likely explanation, I've kept my eye on 'runners' for some time now, otherwise they can end up somewhere obscure and you end up having to kill all just to find which was the one thug who was supposed to be guarding the boss you just whooped.

[/ QUOTE ]

That why in MAs I set it to only require the boss and not the entire spawn in situations where a runner could go off and hide. Only exception is when the boss spawn in contained in a room they cannot escape, like one entered from an elevator.