The Ally mission goal adds a character to the map who can team up with the players and potentially aid them in combat. The Ally can be surrounded by enemies or they can be by themselves waiting for the players to find them.
Example: Positron is surrounded by Malta. Once the Malta are defeated, Positron stands up and says, 'Thanks, now let's shut this place down.' The player can then go through the rest of the mission with Positron by his side.
You should be aware of the following settings for this mission goal.
Within this setting is an option for Single. This removes all of the surrounding enemies from the ally, leaving them standing by themselves.
This is what the Ally does once the players have 'rescued' him. Options include:
This setting determines how the ally is going to interact with enemies on the map. Options include:
An Ambush mission goal causes a group of potential enemies to come after the players on a mission. This mission goal is triggered after the players complete another goal on the mission. For example if the players interact with a computer that causes an ambush to come after them. The trigger is the computer. Ambushes can't be set as required for mission complete.
Example: Once the final hostage has been rescued, a wave of Arachnos soldiers storm the mission map.
You should be aware of the following settings for this Mission Goal.
This is the mission goal that creates the ambush. You need to link this ambush to an existing mission goal in order for it to work correctly.
This sets the alignment of the ambush when it is created. Your options are:
A Defendable Object mission goal is an object the players must defend from waves of attacks. Before the players can defend the object, they must first find it and defeat the surrounding enemies. This will cause the wave of enemies to attack. This mission goal is considered complete when the players have successfully defeated all the attacking enemies.
Example: You need to protect the altar from the Circle of Thorns until the ritual is complete. If they destroy it, the entire world is doomed!
It should be noted that this mission goal can be failed. Because of this, you'll need to make sure to fill out the Mission Failure Dialog spoken by your Story Contact at the end of the mission.
A Destructible Object mission goal is one where the players are sent into a mission to destroy a specific, physical object. The object will be guarded by enemies. The detail is considered complete when you've successfully destroyed the object and the enemies guarding the object. This detail can't be failed.
Example: Somewhere in this warehouse is a cursed relic that will doom the world if it's not destroyed.
An Escort is a 'friendly' person who the players must rescue and then led to safety (exit). Escorts are dangerous because there's a chance the person can be defeated before the players can get them to the exit. This causes the mission to automatically fail. Escort missions can also be set up as kidnappings, depending on the flavor text and animations you use.
Example: Arachnos needs you to break into a tech lab and kidnap a Crey scientist.
You should be aware of the following settings for this Mission Goal.
This sets the alignment of the enemy group, including the person the players are supposed to escort. Options include:
This sets what the person does once the players have rescued him. Options include:
For the cases of Fight Aggressive, Fight Defensive and Pacifist, there is a chance the person can be defeated.
This sets what the person will do when they reach the mission exit. Options include:
Betrays on Arrival means that once the person is taken to the mission door, he will turn hostile towards the players. This doesn't prevent the mission from being completed.
Patrols are enemies that wander the map. This Mission Goal is good for making your map feel more alive as well as fleshing out the story of your mission. Patrols can't be flagged as required for mission complete. They're simply useful to make the mission feel more alive.
Example: As the players enter the map, they notices two guards walking around. One guard says, 'So, you think the boss is actually going through with it?' The other guard says, 'Between you and me, I hope not.'
Add a Battle has two enemy groups on the map fighting with one another. You can set who those enemy groups are as well as some dialog they say to each other and when you approach them.
Example: 'Arachnos is invading a Longbow base and there are skirmishes between the two groups throughout the mission.'
You should be aware of the following settings for this Mission Goal.
Notice on this Mission Goal that there are two Enemy Group options. The first is for one enemy group, the second for the other. Throughout this Mission Goal the two different enemy groups will be referred to as Enemy Group One and Enemy Group Two.
This sets the alignment of the battle on your map. Options are: