I remember reading something about colonists not coming out of their homes when it was time to escort them to the evac site. I had never seen this, so I didn't pay it any attention. But, now I have.
Twice in the last 2 days and the circumstances were exactly the same each time. Both times was in the Residential district. Both times we lost zero colonists (31 each time) and lost zero buildings. And each time we had some hyper-intelligent person(s) run the first few colonists off immediately, while the rest of us waited for the remaining colonists to gather. Each time, about half of the colonists we initially saved failed to show for the escort phase of the mission.
Once is a fluke. Twice under the exact same conditions though... I'm curious to know, the others who have seen this, what were the circumstances? Has this happened anywhere besides Residential?
And of course, is this working as intended? (hope not)
Well, got an answer to one of my questions. I just had it happen in Market. Another point of interest, all three times now, there have been exactly 17 colonists for the escort phase.
Wish people would stop running of the first of the Romulans. A couple of others in my group noted this time that the colonists seemed to be coming out at a slower than usual pace. I don't know that someone taking off with the first few have anything to do with it and since it keeps happening, it's hard to say.
I play Mine Trap constantly, and I can verify some of this. I've only seen it happen in Residential, for what that's worth.
The problem is two-fold. Problem 1: Dumb players (which anyone who runs Mine Trap often enough can tell you, there is a lot of) who rush ahead shooting at the hip like a cowboy instead of chilling and moving the romulans in a tight formation to maximize protection.
Dumb Player typically doesn't realize (or doesn't care) that as he moves forward, the civvies do too. Regardless of whether he's running in alone while the rest of the team (if it's even his team to begin with, but that's a rant for another day), the civvies follow him. This puts stress on the rest of the civvies since they subsequently get spread about which makes it difficult to protect them, since they don't all follow said dumb player.
As you run the gauntlet toward the rendevous point, the civvies are still spread out. Some die, and if the group is incompetent enough, has leechers, or if the queue just plain shorts you a player or two, then sometimes you just won't be able to get the civvies to the drop zone in time before the timer runs out.
The second problem is on Cryptic's end. As I said, I've only seen this in the Residential district, and the main problem isn't so much that the civvies don't leave at all, it's that they leave extremely slowly, one at a time. Logically, you would think, "Well let's just wait for them despite how slow they are."
But it's not that simple, because they typically leave the houses so slowly that even all 30-32 civilians go out piecemeal while the timer is still going. That means that regardless of whether or not you save them, or regardless of whether or not you stick around to wait for them -- they leave the houses so slowly that they simply will not make it to the drop zone due to the timer. I've witnessed them still leaving the houses with less than 2 minutes on the clock, jogging along their merry way.
The second problem is therefore exacerbated by the first problem. Even the most patient players can't be expected to stick around waiting for these civilians to leave while other districts are already half-way down the path to the drop zone. Therefore, these civilians are simply left to their fate and players mistake them as not leaving the houses at all (because they do leave, just extremely slowly), and take who they can with them.
And obviously if it's an extremely impatient dumb player, the problem is multiplied, resulting in civilian casualties due to said impatience or incompetence and the district releasing the civilians slowly.
I've not seen it happen to other districts, but to be honest it's not something that crops up often enough to really notice. Due to the variables involved, it's not something that I'm willing to reproduce, and with 20 players, it's not something I see being reproducable easily.
One of my biggest observations from having done this several times, is that once you take out the salt vampires along the path they don't respawn, or at least they have a very long respawn timer.... thus once you've cleared the path there's little to worry about.