I was hoping to just send to the dev support team but I guess this is the most paradox will allow? The scripts for escort missions have two events which greatly derail the playing experience.
Most importantly is that once a missions goal is completed the evacuation zone will often appear directly behind (relative to the primary goal) a set of opponents. The stated intention is that a player could choose to forgo the scrap/bonus associated with finishing off a set of enemies to instead travel to the EZ, however my most recent mission had enemies spawning in the EZ as soon as the primary objectives were complete. This has happened nearly every escort mission, and most assassination or retrieval missions.
Second, is that enemy reinforcements spawn when the escort vehicles reach their destination. This tends to play out in one of two ways. The enemies spawn nearby and kill allied vehicles before the player has the opportunity to act, or too far away to make any attempts on the allied vehicles which them despawn immediately. It also means I'm protecting the allies from nothing for the entire journey. All of these are terrible game design.
Shouldn't the EZ for players and allies be the same or nearby? It's quite jarring that my dropship decides not to land on the cleared safe landing pad that I'm occupying, instead coming down on the other side of the map surrounded by hostiles. Immersion broken.
Please consider adjusting the reinforcement times and EZ locations next patch so I can finish a career and move on to flashpoints without ragequitting. Also, more in game detail on what withdraw provides. From what I can tell good faith is binary so I would get equal reward for doing just a little or the whole mission. Thank you for supporting the game so far, I was really pleased to get career mode and balance updates.
Most importantly is that once a missions goal is completed the evacuation zone will often appear directly behind (relative to the primary goal) a set of opponents. The stated intention is that a player could choose to forgo the scrap/bonus associated with finishing off a set of enemies to instead travel to the EZ, however my most recent mission had enemies spawning in the EZ as soon as the primary objectives were complete. This has happened nearly every escort mission, and most assassination or retrieval missions.
Second, is that enemy reinforcements spawn when the escort vehicles reach their destination. This tends to play out in one of two ways. The enemies spawn nearby and kill allied vehicles before the player has the opportunity to act, or too far away to make any attempts on the allied vehicles which them despawn immediately. It also means I'm protecting the allies from nothing for the entire journey. All of these are terrible game design.
Shouldn't the EZ for players and allies be the same or nearby? It's quite jarring that my dropship decides not to land on the cleared safe landing pad that I'm occupying, instead coming down on the other side of the map surrounded by hostiles. Immersion broken.
Please consider adjusting the reinforcement times and EZ locations next patch so I can finish a career and move on to flashpoints without ragequitting. Also, more in game detail on what withdraw provides. From what I can tell good faith is binary so I would get equal reward for doing just a little or the whole mission. Thank you for supporting the game so far, I was really pleased to get career mode and balance updates.
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