Quasimorph

Quasimorph

These escort missions are trash
I can't think of a single mission type worse than an escort mission in all of gaming history.

I feel like this mission type has completely killed the game for me.
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Showing 1-15 of 16 comments
Originally posted by GRVTSFat Bastard:
I feel like this mission type has completely killed the game for me.

Killed the game, really? Just skip them and do something else.
Originally posted by .//slayer:
Originally posted by GRVTSFat Bastard:
I feel like this mission type has completely killed the game for me.

Killed the game, really? Just skip them and do something else.

Half the missions I get for the factions I want to raise tech for are escort, and it isn't like waiting for new missions is a good fix since factions grow stronger over time.
I don't like them either, but you can always just tell the escortee to wait at starting zone, lock them in and clear the path for them and then run back to them after the path has been made safe. My issue with them is that they are really just boring rather than anything else. Especially since the safest approach involves backtracking inherently.
Escort missions are easy, all you gotta do is right click the escort, go to their behavior settings, tell them to park their ass, go clear the level, come back and bring them to the next floor, rinse and repeat until evac. Haven't lost a single one this way. Maybe if you want to make absolutely sure, bring a few turrets to guard those first rooms of each floor.
hi the robot allies can help as well, i remember deploying 2 of them to help me guard the room where the escort was (in an older v0.9) game, which did help, but i had to also remember to tell them to stay still and shoot any targets (or melee any that come into range), otherwise they followed me by default :)

(even if the get killed, you can also use a knife etc to scoop up some spare parts from them too)
Yup, i imagine the devs siting at the same table and suggesting how to improve the game. Someone says Escort missions and everone laughs and goes with it because they are meme lords.
The pathing for friendly AI is horrendous, there should be a more direct way to control where they go. Either that or make the Stand / Follow commands more sensible. For example, the 'follow' order should regard the player's facing direction, so if they are in front of you, they will move to position themselves behind you and you can freely and intuitively control this every turn. Too many times they get in the way resulting in both of you dying. Stupidly, even with the follow command they move AWAY from you when you get close to them which, aside from trying to access their inventory, can also irrevocably F up your game when it comes to enemy engagements, particularly in 2 tile wide hallways. Where if you don't decide to back out early enough (through the player and the VIP enacting some kind of gyrating dance so that you can move in first while also utilizing your psychokinetic forcefield to PUSH them away from the door of the hallway), they will otherwise run gung-ho into a potential enemies' shooting range without cover. If you decide to find an angle to engage the enemy with the intention of using clear LOS you will likely be locked into a series of events where the VIP will use the smartest recursive algorithm designed, so that they may block the angle you've tried to line up against the enemy with their own body as they flounder further in. Trying to disengage is even less of an option as you'll have to remove almost all of your already waned leverage, to collectively get shot in the ass.
Also the 'Stand' order is practically worthless in a crutch since 'Engage-at-will' in the presence of enemies, cancels it out and he opts to run up to the enemy to breathe in their face. And for some reason, he fears me enough that when I get too close he runs away to HUG the enemy.

Tbf, I accept that its my fault for the situation above playing out the way it did, I did not account for the possibility that the VIP might share too much in common with a wandering self-destructive toddler.
Alternatively, I could just leave them at the landing bay but that's lame.

Sorry for the wall of text rant
Last edited by Uriel Septim, Creator of 7-UP; 19 hours ago
I get the frustration and there's a reason almost no one does these, and the common advice is "avoid them entirely". Escort missions do seemingly generate easier and with less floors than normal, the reward value seems slightly higher, and you can block a door by rightclicking on it. Despite all that, they're simply not worth it.

Some maps (mines) don't have doors, and it is always very easy for you to overlook an enemy who will proceed to turn your weak charge into pulp from behind. This costs you a character who would normally be much, much harder to kill.

If you have to clear the whole floor first or use turrets when there's no safe spots, that defeats the point of these possibly being time efficient or resource efficient. It's a death roulette of high risk low reward, when you might as well do a slightly longer mission that you are almost guaranteed to succeed at due to the strength of your clone.
Originally posted by Uriel Septim, Creator of 7-UP:
The pathing for friendly AI is horrendous, there should be a more direct way to control where they go. Either that or make the Stand / Follow commands more sensible. For example, the 'follow' order should regard the player's facing direction, so if they are in front of you, they will move to position themselves behind you and you can freely and intuitively control this every turn.
The latest update 0.9.5 added the ability to take the places of your ally. Just move into their tile. The ally will move out in a random direction then.
We do plan to take a look and make another iteration of procedural missions and AI but I can't tell details at the moment.
Originally posted by fudeu:
Escort missions are easy, all you gotta do is right click the escort, go to their behavior settings, tell them to park their ass, go clear the level, come back and bring them to the next floor, rinse and repeat until evac. Haven't lost a single one this way. Maybe if you want to make absolutely sure, bring a few turrets to guard those first rooms of each floor.

I mean, you're kind of highlighting why they're a ♥♥♥♥ mission type if your solution is to effectively convert the mission into conquest with the tedious bonus of having to go to the beginning of the level to collect the escort every floor...
Originally posted by Entity 351:
Originally posted by fudeu:
Escort missions are easy, all you gotta do is right click the escort, go to their behavior settings, tell them to park their ass, go clear the level, come back and bring them to the next floor, rinse and repeat until evac. Haven't lost a single one this way. Maybe if you want to make absolutely sure, bring a few turrets to guard those first rooms of each floor.

I mean, you're kind of highlighting why they're a ♥♥♥♥ mission type if your solution is to effectively convert the mission into conquest with the tedious bonus of having to go to the beginning of the level to collect the escort every floor...

Well, I'm not saying they're great, but conquest is a classic mission type nobody complains about, this just adds a trivial (yet boring) extra step. So while I'm not defending them, OP claiming these are 'killing the game' seems a bit over the top.
Originally posted by fudeu:
Originally posted by Entity 351:

I mean, you're kind of highlighting why they're a ♥♥♥♥ mission type if your solution is to effectively convert the mission into conquest with the tedious bonus of having to go to the beginning of the level to collect the escort every floor...

Well, I'm not saying they're great, but conquest is a classic mission type nobody complains about, this just adds a trivial (yet boring) extra step. So while I'm not defending them, OP claiming these are 'killing the game' seems a bit over the top.

As far as bad mission types go, the one that is worse than escort were those timed missions against Teztclan, that had no timer and you had to speedrun and hope for luck to get to the objects before running out of time were almost guaranteed free operator death.

I'm not sure if they are still around because for some reason in current version Teztclan stopped giving missions or very rarely does, but they were genuinely godawful and unwinnable.
Originally posted by fudeu:
Originally posted by Entity 351:

I mean, you're kind of highlighting why they're a ♥♥♥♥ mission type if your solution is to effectively convert the mission into conquest with the tedious bonus of having to go to the beginning of the level to collect the escort every floor...

Well, I'm not saying they're great, but conquest is a classic mission type nobody complains about, this just adds a trivial (yet boring) extra step. So while I'm not defending them, OP claiming these are 'killing the game' seems a bit over the top.

I said Killing the game for ME. Me, as in I personally feel like this mission type is ruining my entire experience of playing this video game. It is not over the top to say the mission type is killing it for me.
Originally posted by GRVTSFat Bastard:
Originally posted by fudeu:

Well, I'm not saying they're great, but conquest is a classic mission type nobody complains about, this just adds a trivial (yet boring) extra step. So while I'm not defending them, OP claiming these are 'killing the game' seems a bit over the top.

I said Killing the game for ME. Me, as in I personally feel like this mission type is ruining my entire experience of playing this video game. It is not over the top to say the mission type is killing it for me.

That reads as a gross exaggeration, sorry not sorry. You can enjoy the game and ignore all escort missions and face 0 repercutions whatsoever. Plus the last patch introduced some of recommandations i made for swapping tile and fireing over the shoulder of directly adjacent npcs, so while still inherently unfun in nature, escort missions are at least doable for those who want to engage with them.

If this type of mission is killing the game for you, i'm calling it a gross exageration. Besides i'm sure eventually someone will come up with a mod to just disable escort missions.
Balance Changes
You can now swap positions with allies by moving into their tile
You can shoot through adjacent allies — and so can enemies!
Last edited by Kaia; 3 hours ago
Originally posted by Kaia:
Originally posted by GRVTSFat Bastard:

I said Killing the game for ME. Me, as in I personally feel like this mission type is ruining my entire experience of playing this video game. It is not over the top to say the mission type is killing it for me.

That reads as a gross exaggeration, sorry not sorry. You can enjoy the game and ignore all escort missions and face 0 repercutions whatsoever. Plus the last patch introduced some of recommandations i made for swapping tile and fireing over the shoulder of directly adjacent npcs, so while still inherently unfun in nature, escort missions are at least doable for those who want to engage with them.

If this type of mission is killing the game for you, i'm calling it a gross exageration. Besides i'm sure eventually someone will come up with a mod to just disable escort missions.
Balance Changes
You can now swap positions with allies by moving into their tile
You can shoot through adjacent allies — and so can enemies!

Holy crap, so you think you can decide what I feel about X thing? How do you know it's an exaggeration? Because you say so? I'm not even going to pay attention to what you say if you can't even consider other peoples perspectives.
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