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I'll translate that. "Lazy plot writing." If there's an immersion break then add a reason.
People in war don't always die when shot. If someone is determined enough to fight to the death then they'll do that. If they don't see a point in it they'll pull back.
Rusty does it in a relaistic way. "Find your reason. Until then." Others get out of there instead of pushing their luck at times. If your mech is toast you don't have to be.
Depends on wherever the reactor core in the mech blows up and kills the pilot I suppose. A merc isn't out for blood. They're on a mission. Stay out of the way or be in the way. So it makes sense that people that have enough are done fighting. Your mech blows up. You somehow survive. What can you do at that point? Get out of there is what.
The target might eject, but he's still just a guy vs an AC at that point. A few times when you get destroyed they say next time they'll kill you.
Rusty and Snail are one of the few who realistically just leave the place.
Otherwise just assume people die when plot demands it.
They eject from the AC...
Don't think about it too much.
And when you really go for the kill when you can decide to kill Snail and he leaves the area , and they don't die, the game explicitly shows their escape.
So there might be some logic to why some die and some don't. I think it's mostly Iguazu who keeps getting trashed and coming back.
A) The AC flee the scene without getting destroyed, like Rusty did during the Climb the Wall Mission. This was more often the case in AC4 and AC4:FA than others because the game had quite a bit more budget for the "events" and animations during missions.
B) The AC is destroyed and all points toward the pilot being dead, but he or she returns much later (which is usually a couple of months in in-game time or a 6-10 missions) as he or she survived the destruction of the ACs and now have an upgraded version of it to revenge. The thing that differ this from AC6 is that whenever you destroyed an AC, its pilot would act as if he or she died and not plot-break into making you think he or she will return later.
C) The AC is destroyed, the pilot is dead and you either never heard about it again or some brother or friends or lover or coworker comes later for revenge.
AC5 and AC5:VD are out of the loop because the pilots are not inside the ACs anymore (and the ACs are 5m tall instead of 10m tall), hence why ACs keep returning and why you destroying an AC doesn't always result some revenge plot or something. You might destroy an AC during 1 mission just to have it as an ally later as you complete a mission that align itself with another corporation. AC5:VD exploits the "you're not dead when destroyed" as half of the game systems are surrounding PvP battle between clans of players over territories on a map for 3 mega corporations.
FromSoftware did drop the ball on that part of the scenario with AC6.
My guess is that they didn't want to remove the feeling of satisfaction from seeing the wreck of something your put some efforts fighting against even if it means making no sense about how it didn't killed its pilot.
I actually found a web page that explains the "frustration" quite well :
https://tvtropes.org/pmwiki/pmwiki.php/Main/VillainExitStageLeft