Standard disclaimer this is in swfote2.1.5 from swfote.sf.net with quite a few FUSS fixes in.
Stock (from 2.1.5) reset.c with no fixes from FUSS (Why? To help isolate and test and because I'm not to sure where to start).
This one has bugged me for a while and I'm hoping the community can shed some light on this. Off to the details:
So, I have three npc's - lets make them customs mobs for sake of argument - vnum 1098 (should be stock vnum).
I load them into three rooms. Lets say 1051, 1050 (both room are in same area) and lets say vnum 7609 (or any room off in a different area).
So, I put just one of my npc's there, my red rlist shows for all three rooms
1) imperial customs officer (1098) -> Customs Checkpoint Room: 7609 
1) imperial customs officer (1098) -> Bulova Spaceport Room: 1051 
1) imperial customs officer (1098) -> Bulova Main Landing Pad Room: 1050 
Also, the above values in square brackets seem to relate to the number of mob's to spawn total? Game wide?
Now, lets say I kill 1 of the npc's, in room 1051, then go to vnum 7609 and do a reset area. Next thing you know, I have two custom's mobs in 7609. Ok, fine. Lets go back to 1051 and the npc is still dead, do a reset area and he will not come back, while his buddy up in 1050 is just sitting there like nothing happened and 7609 still has two npc's. So, I kill the npc in 1050, do a reset area and then I end up with only 1 npc in 1050, nothing in 1051 and two in 7609.
Since the same mvnum is being used in two diffrent areas, it just seems to be who died first and what are reset appears to happen before the others and the lower vnum if its reset first gets all the mobs. This can be fixed by using different mvnum's for the npc's but that could get annoying since most of the npc's are just copies of themselves (within an area)
I've not had the chance to test this out on the FUSS side of things, was wondering if anyone else has noticed this before. I'll try to test this out on FUSS and see what comes of it.
As always I could be really off on this so, yeah...