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What causes rescuing diplomats to fail in Colony Invasion?

frtoasterfrtoaster Member Posts: 3,352 Arc User
Often, I will tag a diplomat for beam out, but the report at the end of the mission does not show the diplomat as rescued. Someone told me that it fails when strike team is active. But I've seen a player successfully rescue a diplomat while the strike team was active. I've also suspected the following causes:

1. You cannot rescue a diplomat while under attack.
2. You cannot rescue a diplomat while under red alert.
3. You cannot rescue a diplomat if he or she runs away during the attempt.

Today, I tried to rescue a diplomat who was standing still while I was not in red alert (and hence not under attack) and while strike team was not active. It still failed. So what is the cause? Is there any chance we might get a bug fix?
Waiting for a programmer ...
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Post edited by Unknown User on

Comments

  • admsimadmsim Member Posts: 0 Arc User
    edited September 2013
    I believe its due to ppl running ahead and trying to tag them before the mob that is supposed to attack them beams in. I have noticed that happen to me when I am in Colony runs. Someone will run ahead before the specific mob spawns, tags the diplo and we will still only have rescued 2 of 3. But when I am in a group that doesn't do this, I have noticed we will get credit for all 3. The latter doesn't happen very often since ppl can't seem to be patient when running it.

    That's my 2 ec anyway.
    "STO is like a box of chocolates, you never know what bug you're gonna get."

    Original Join Date: Jan 2010
  • timelord79timelord79 Member Posts: 1,852 Arc User
    edited September 2013
    Yeah, not surprised if it is related to that. The mission is not on a timer, running ahead and triggering everything just makes everything harder than necessary plus possibly causes bugs.
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  • theeishtmotheeishtmo Member Posts: 236 Arc User
    edited September 2013
    Actually, it kind of is on a timer. If you don't get to the colonists in time, they die. Their triggers are set in such a way that it's better to run after them early, before their guards trigger, than not to.
    I know there is a method but all I see is madness.
  • deaftravis05deaftravis05 Member Posts: 4,885 Arc User
    edited September 2013
    I run ahead, get the wounded and it works. So not sure on that
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited September 2013
    theeishtmo wrote: »
    Actually, it kind of is on a timer. If you don't get to the colonists in time, they die. Their triggers are set in such a way that it's better to run after them early, before their guards trigger, than not to.

    But if you hang back and the relevant mob group hasn't even spawned yet, or has but hasn't aggroed to anything, the timer doesn't actually start. You can see that on the second wounded colonist, since you can see them from way beyond aggro range, and their timer doesn't start moving till you pick a fight with that colonist's mob group. A group with a little patience can completely control the situation, engage one group at a time with full buffs, and still get all the objectives, particularly if everyone is using long-range weapons. People charging ahead and triggering multiple groups make it more complicated that it needs to be.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited September 2013
    admsim wrote: »
    I believe its due to ppl running ahead and trying to tag them before the mob that is supposed to attack them beams in. I have noticed that happen to me when I am in Colony runs. Someone will run ahead before the specific mob spawns, tags the diplo and we will still only have rescued 2 of 3. But when I am in a group that doesn't do this, I have noticed we will get credit for all 3. The latter doesn't happen very often since ppl can't seem to be patient when running it.

    That's my 2 ec anyway.
    timelord79 wrote: »
    Yeah, not surprised if it is related to that. The mission is not on a timer, running ahead and triggering everything just makes everything harder than necessary plus possibly causes bugs.
    But if you hang back and the relevant mob group hasn't even spawned yet, or has but hasn't aggroed to anything, the timer doesn't actually start. You can see that on the second wounded colonist, since you can see them from way beyond aggro range, and their timer doesn't start moving till you pick a fight with that colonist's mob group. A group with a little patience can completely control the situation, engage one group at a time with full buffs, and still get all the objectives, particularly if everyone is using long-range weapons. People charging ahead and triggering multiple groups make it more complicated that it needs to be.

    Note that I've run ahead and successfully rescued diplomats before. Also, the first and third diplomat are more likely to fail than the second. But the mob group for the first diplomat almost always spawns, because people are delayed by downloading the data from the first console and rescuing the first colonist. Perhaps, you cannot rescue the diplomat when its mob group has spawned but not been killed yet: you can do it only before they spawn or after they're dead. That's just a guess though.
    Waiting for a programmer ...
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  • rexnebular51rexnebular51 Member Posts: 20 Arc User
    edited April 2014
    So, you kneel down to open that crate of goodies and get shot at by the bad guys, what happens? Going into Red Alert [combat mode] aborts the action. Same with using a console and... tagging the diplomats. If you are in RED ALERT [see top of your HUD] you can't do ANYTHING except combat. You can't open a crate, you can't use a console, you can't rescue the colonists and you can't tag a diplomat. Once I found this out, I get perfect scores in nearly every Colony Invasion that I take part in. Just wait until it doesn't say RED ALERT at the top of the screen before tagging diplomats.
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