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* In one of the missions found in the Collector's Edition of ''[[Star Wars|TIE Fighter]]'', the objectives include shooting down a [[Pirate]] cruiser and all the fighters it carries. The cruiser itself is prevented from escaping by means of an Imperial interdictor cruiser. Occasionally, one will find one of the fighters will enter the pirate cruiser's hangar bay and thus be removed from the game map. The game interprets this as the fighter getting away, and the mission will immediately fail, even though the fighter would logically be destroyed whenever the pirate cruiser is.
** In one mission, your objective involves the take over or destruction of a star cruiser, protecting various craft, and additionally eliminating an enemy squadron of fighters for some reason. It's very possible for AI Assault Gunboats to disable an enemy fighter's weapons and shields (with Ion Cannons) but not finish the job and disable the engines. The end result is that by the time you realize there is a single star-fighter left, which is completely unable to do anything or be of any threat, the ship is hundreds of kilometers away, resulting in you having to make a ridiculously long chase for over a half hour just to catch up with it and destroy it. This is beyond annoying.
* In ''X-Wing Alliance'', there is a mission to recapture the space station that belonged to the Azzameens from the mercenaries occupying it. When its defences fail, a transport will launch and quickly jump into hyperspace. Afterwards, [[NPC|NPCs]]s will state that it looked like your uncle's ship. The targeting system marks it as hostile, its survival is irrelevant to the main objective and the last family mission involves the uncle betraying your family. Yet if he is shot down, the mission will fail, with comments that indicate the station was somehow lost.
** Another mission requires the player to destroy a ship belonging to his family, and marked as such by the color-coded IFF system. Despite the fact that the mission cannot succeed unless this ship is destroyed, the player's helpful robot buddy will repeatedly insist that the player stop shooting.
* ''[[GoldenEye 007 (1997 video game)|GoldenEye]]'' never really let this happen, which was strange. Consider: in the Statue Park level, you can feel free to gun down Valentin after he's arranged your meeting with Janus, but he'll still be there, two levels later, if you're playing in the right difficulty level.
** That's not the only example, either. In fact, it is possible with proper timing to gun down [[Big Bad]] {{spoiler|Alec Trevelyan}} virtually ''every time'' he appears, only for him to be there to taunt you next level.
** The Control level is an exception to the above rule. Your main objective is to [[Hold the Line|defend Natalya]] as she hacks the Goldeneye satellite in what is probably the most infamously difficult scene in the game. After a long and difficult fight, you still can't relax even after you've receive the message stating the satellite has been reprogrammed: In the few seconds between finishing her work and escaping to safety, Natalya can still be targeted by enemy guards, and her death will result in mission failure, despite the fact that--thoughthat—though it's pretty cold logic--shelogic—she's outlived her usefulness. Then again, what's James Bond without his woman?
*** He's James Bond looking for his next woman.
*** That, and keep in mind that Janus is [[Dangerously Genre Savvy]]. You didn't permanently kill the Goldeneye off. You just put it into a gradual decaying orbit that will eventually destroy it. True to form, Janus has alternative ways to correct the sabotage you did to the Goldeneye, and while you don't need Natalya for those, you don't know that. And she also doubtless helps deal with security in the control to prevent anybody *else* like Boris from saving the satellite.
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