Do Escorts complete when rescued now?


BlueRaptor

 

Posted

I was trying to use an Escort in a mission that you have to lead to the mission exit, but he completes already when rescued, not when led there.

When I set him to Single, he thus auto-completes immediately when spawned.

Does everybody experience this? Is it part of their current bugged status, or is there a chance to make it work?


(I was trying to make a mission where you can opt to 'fail' for an alternate ending with a required escort. To complete you lead the escort out, and to fail you click a glowie that makes the escort betray, and you have to defeat him - and thus fail because he is not rescued. Ally set to Required, Single, Fight Aggressively, he spawns on the other side of map when triggered, regular tech map)

I may test some more later, but right now, after days of trying to get that choose-to-fail-and-then-have-to-fight idea to work with a defendable object and thinking I finally found a way in the escort, I am pretty frustrated.


 

Posted

Quote:
Originally Posted by BlueRaptor View Post
When I set him to Single, he thus auto-completes immediately when spawned.

Does everybody experience this? Is it part of their current bugged status, or is there a chance to make it work?
This has always been the case, irrc, sadly.


 

Posted

Ah, I see.

I got to test some and saw that if the escort is not Single (and not having Empty as enemy group), it does not complete when rescued already, but only when led to the exit as intended.

Back to constructing workarounds and trying to mask the resulting wonkiness then!


 

Posted

*sighs*

Apparently, once an Escort has betrayed, its defeat does not make it fail anymore.
I even managed to get stuck in a mission that could neither be completed nor failed by defeating a betrayed required escort.

I guess most people try to avoid escorts altogether, but does anybody have some recent experience on this that might help?


 

Posted

Try making a boss spawn when they click on the trigger.

Set the boss at the beginning of the mission. AV, with /Nin as the secondary power so it has Hide. No minions, and set to run away as soon as it's down to no minions.

The boss should spawn when they click the device and run right for the nearby exit, causing the mission to fail before they have a chance to get back to the start of the map and stop it. Just to make sure they realize they're not supposed to, I'd call him something like "Mechanics Trigger" and put in his description that he's there just to trigger game mechanics.

I think this'll give you something close to what you want, if it works like I think it will.


"I do so love taking a nice, well thought out character and putting them through hell. It's like tossing a Faberge Egg onto the stage during a Gallagher concert." - me

@Palador / @Rabid Unicorn

 

Posted

I tried that, and it actually works as a 'fail mission' trick. (On some maps as least, where the boss isn't too stupid to find an exit.)
Thanks for the good tip.

I didn't manage to come up with a way to make it work with an option to fail yet though. (Since the boss has to be 'required', you'd have to defeat him in order to complete the mission. Whatever triggers the boss has to be 'required' too. You always have to trigger the boss to spawn, thus always fail the mission.)
Maybe I work something up that assures the boss will be seen and defeated by allies that spawn before the boss if you choose to go the right way.