Feels like the last mission between sections will be an escort boat mission between islands.
Hopefully the last one is just a boss battle though.
These missions do illustrate the annoying thing about the AI, it's pretty clear the ranged AI goes something like:
if not attacking and enemy in attack range -> stop moving and start attacking enemy
else if enemy in aggro range -> queue up move to position of enemy in range
So, we end up with our ranged guys frequently running to stand on the enemies corpse, thus putting them out of position for other mobs, as there's a very good chance even 1 on 1 that the enemy will die after a "move to position" has been queued, as the AI updates faster than attack speed. (My assumption is the reason it queues up the "move to position" is so it's more responsive when an attack finishes because the enemy is no longer in range/dead. it immediately starts the queued move.)
So the "secret" to low-maintenance escort missions seems to be (other than use ranged characters):
1. Try to position so only a single enemy spawn is within aggro range of each girl, and be as close to it as possible.
2. Higher attack speed girls should be the ones that either cover two spawns and/or have to be positioned farther from a spawn in order to avoid being in aggro range of one she isn't supposed to cover. This feels like it reduces the odds of a "move" getting queue up. (still not perfect though.)
(Note: It would be fairly trivial to "fix" the AI. Adding a simple "else stop moving" at the end would do wonders, but my assumption is the AI was never redesigned for non "run to right" missions, so the else is "run to right", which in escort missions is simply a no-op, so the gal continues on running to the corpse)




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