I've looked closely into this matter of the Reaver Elders in the Newton mission not exiting vehicles, and therefore causing a horrible bug that makes them permanently join your team of soldiers after the mission if they are in a vehicle when they reach their destination zone. I tried a number of solutions, but there's just no way around this blasted thing. The underlying cause of this problem is an old issue that's been known for years: entities may not be safely switched from player-controlled PIs to computer-controlled PIs under any circumstances. In days of yore when Gareth Davies of MF was trying to give aftermarket support, he confirmed this problem, though this of course raises the question-- why did they use the darn thing in the game? Don't answer-- at this point, it no longer matters. Furthermore, a second serious bug is associated with the Elders: whenever one of them joins your team, the portrait of your main character goes blank until you leave the map. There is no way to fix this either. Here's the deal: there is no way to solve either of these problems, period. Adding a warning message not to put Reaver Elders in vehicles is helpful enough for most folks, but there are always going to be knucklehead players who pay no attention whatsoever and then complain when not doing what they're told causes a problem, and there are always going to be wiseguy players who deliberately do the opposite of what they're asked just to see what will happen-- and this latter group also likes to complain afterward, that their deliberate effort to break the game succeeded (as if there would be any doubt). So we're left with two choices for fixing the Newton mission in a decisive manner: A) Each Reaver Elder simply disappears after they are spoken to for the first time. We assume that if the player's soldiers reached the Elder at all, then the way out for that Elder must be fairly clear. This choice has the element of simplicity, and the drawback that some narrative and multimedia content is lost because the "parting speech" for each Elder could no longer be utilized. In particular, the player never gets to see that Glenda Close is a lovelorn lunatic stalker. B) Each Reaver Elder will be set to waypoints after they are spoken to for the first time. They will never come under the player's control, but will make their own effort to reach the exit grid. This choice has the virtue of more accurately simulating an escort mission, but has the drawback that the difficulty of the mission will be increased significantly if the Reavers are left to figure out for themselves (so to speak) how to safely get to the exit grid. As I say, I've looked at this thing from all angles, and one or the other of these choices seems to me the only way to make this mission work flawlessy. I've fixed all the other bugs (weird skill points and perks for Reaver Elders, Elders can't re-equip their armor if they take it off, failing to find the pulse-rifle ends the game, etc) and it's time to squash this one as well. My question for readers is: What do YOU think? Do you like choice A, or choice B? How should the mission work? All opinions are welcome, though I'd like us to stay focused on deciding the matter between choice A or choice B. As this is a gameplay question, no modding expertise at all is required for players to answer-- I'll work out all the technical details of whatever consensus emerges. Power to the people! What shall it be, NMA? Will Newton use method A or method B?