In COH, characters would get stuck very so often in a missions. This was handled in the following ways:
1) A service request. COH handled the stuck request quicker than most MMORPG games that I had play, so it didn't detract much from the fun of the game.
2) Having a /stuck command that the player could use to get themselves out of tight places.
3) The COH teleporter's power of Teleport Foe can bring trapped NPC foes out into the open so that the team can demolish it.
To me, having a quick resolution to a Stuck problem is a requirement for the enjoyment of the game.
My suggestions are:
1) If a foes is stuck for a period of time, then the player can type in a /stuck-foe command to hopefully un-stick the foe.
2) The game will be run and monitored by the City of Titans game staff, who have God-Like game management powers. How about a subset of these powers that are designed for trusted players that allow them to assist stuck players? This sub-set of powers would not allow a command forced completion of a mission, since this power can easily be abuse and should only be used by COT staff.
How about an enemy stuck for 5 min triggers the missions completing? We used to ask that all 'Defeat All' missions be altered to 'Defeat Most'. When the instance was down to 5% of the enemies or one spawn then either the mission would finish or the spawn would rush the team. Anyone stuck would come with the spawn rush.
And Defeat All is a pretty stupid form of a time sink anyway IMHO
I remember when Star Wars was cool...a long, long time ago...
"Defeat All" was a legacy from the oldest of CoX missions when they had very simple objectives. They stuck around because of Stalkers; you could stealth a whole map to grab the Glowie and miss out on all the action(and XP)
The plastic tips on the ends of shoelaces are called Aglets; their true purpose is sinister.