Starship Troopers: Terran Command

Starship Troopers: Terran Command

Operation Shieldwall
17 Comments
DrZonino 29 Aug, 2024 @ 2:45pm 
Really enjoyable apart from the kobayashi maru style "moral dilemma" as others have said - in my humble opinion I would tweak it so that it is difficult but possible to pull off both elements - it would make the final standoff much more satisfying knowing you have maxed all possible resources - maybe you could make two versions of the map, keeping this one as is but also one with the option for both? Either way it was a lot of fun thank you!
kennet0508 5 Jul, 2024 @ 10:16pm 
It was a good mission and i liked the layout, the base was cool and the concept was pretty awesome when i played it, i sent one unit to collect the supplies, and the entire army was sent to the civvies, only to have the entire force be manhandled after i took the last supply in the south.

guess id reccomend to have a trigger be a choice beforehand rather than after you complete it?

If the choice was say a popup, or walk squad to waypoint a or b to choose which objective you want to complete before you attempt both would probably make for a better experience. when i came in blind for the first time and was on point for succeding both only to be forced a loss wasnt a good feeling, especially since that cascaded to a complete loss of the mission due to loosing all my veteran squads xD
LionStein  [author] 5 Jul, 2024 @ 8:45pm 
I am sorry you feel this way.
It was a "moral dilemma" - This was voted on by the 1 year anniversary event hosted by the Game Developers and I was honored to develop a mission in collaboration with them. It was intended to a "pick one, not both", so whichever one you chose was a forced-fail for the other. There was no option to accomplish both, so my hands were tied.

I appreciate you playing the mission regardless.
kennet0508 4 Jul, 2024 @ 8:39am 
I just got to the point where i had to choose supplies or civies, i had my force by the civies and a squad taking the supplies on the opposite end. all of a sudden i loose the civvie base? wth? i even got it failed even if all the civs managed to escape while my forces were murdered xD
thats just bad design
tonyxfg 16 Sep, 2023 @ 11:33am 
yeah!

my troopers finally retreat!

the tip is:

our base have 3 exit, up , middle, down.

we need 2 combat engineers, use them build heavy machine guns(middle:4 , down: 4+1 rifle trooper)

other units to up.

don't too close to exit
( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3036629771 )
(at middle, we need 1 heavy machine gun more close to exit.)

and let them and rifle troopers shot spitter first.

then, we can relax until 04:00.

at 04:00, first Plasma bug appear, just very near down exit, so send rifle trooper to kill it.
(Plasma bug will attack middle exit, the "1 heavy machine gun more close to exit" is Decoy)

and then send all troopers to up exit, wait until 10:00

get out and kill second Plasma bug(you need go around the "auto birth bugs near the wall")


great mission!
need think!
LionStein  [author] 16 Sep, 2023 @ 11:31am 
Hello Obst, this is where we are going to have to agree to disagree. You have stated your opinion, how you don't like the mission, and you can leave it at that and go.
Obsti 16 Sep, 2023 @ 9:40am 
What other emotion did you intend to invoke by forcing a moral decision that makes no sense (there is no senseful connection between completing one objective and the other being overrun) and only offers a reward for immorality? It isn't a question of taking different paths, it's the mission straight up telling you "Be a jerk or suffer ingame. Why? For the lulz!". It isn't good design.

My gripe that the whole mission turns into a desperate last stand probably comes from the mission description being so different from how you labelled Whiskey Output, where I knew what to expect.
LionStein  [author] 16 Sep, 2023 @ 8:36am 
@Obst, I understand the scenario is not for you, evident with your comments of feeling tortured.

Thank you for your feedback and I will be accommodating what I can, however, the mission is currently acting as intended except for a few tweaks like the timing of the plasma bugs and revealing their location.
Obsti 16 Sep, 2023 @ 8:00am 
@Bear: They spawn later. You will notice.
Obsti 16 Sep, 2023 @ 2:07am 
Btw the map reveals on the Plasmas did not work for me, so either something does not work for the triggers (the sea of bugs in the middle and the odd timings makes me think that) or I understand them wrong. In the latter case: Is one really supposed to poke around blind for the Plasmas with only the tracers as a hint?
Obsti 16 Sep, 2023 @ 1:53am 
That this mission is meant to be torture also becomes apparent from the "moral dilemma" secondary objectives: There is no need for this to be a choice at all since there is enough time to do both and only the one forcing you to act immorally has a reward at all with its worth becoming extremely apparent in the last stand waves.

Exploiting how the worthwhile objective is triggered complete and looting it only partially while then completing the ethical objective is possible, yet still lacks the major final reward for completing the immoral one.

So frustrating :winter2019saddog:
Obsti 16 Sep, 2023 @ 1:30am 
That is exactly the situation I was in.

When I made a push outside, I was met with an almost infinite sea of bugs in the middle even though by the triggers those spawns should have stopped when the NPC riflemen are removed. The timing of the spawning of the Plasmas feels off as well, unless the WAITs in triggers do not represent seconds but longer periods of time. They spawned way later than 180/300 seconds into the last stand waves.

The south is too far away to send units from the radio station, which is in ridiculously bad terrain to defend so pulling units from there is crazy. New waves spawning when the old wave's supplies are not depleted, but at a certain level, means that there is no "calm" period for advances.

The Plasma objective feels like a cruel joke to underline how dire and frustrating this last stand is meant to be.
tonyxfg 16 Sep, 2023 @ 1:05am 
I got two endings, and try to get third ending.

Umm, I still think how to kill Plasma Bugs.

I try to build deference line at outside, but when I killed one bugs wave, then new wave are coming immediately, I don't have time move my units(and when mission start,Near the side wall , the auto birth bugs still non stop. ), and outside also can't build Heavy Machine guns.

So, I stuck.
LionStein  [author] 15 Sep, 2023 @ 10:35am 
Hello Obst, I appreciate the feedback.
Obsti 15 Sep, 2023 @ 2:08am 
Hm. Overall fun until the civilians are evacuated, then suddenly having 0 dropships increases the difficulty significantly and, depending on preparations, also possibly forces the loading of a much older savegame. It's a pretty depressing turn of events into a dire last stand situation from a nice offense/defense mix. Such a scenario is not really my cup of tea because losing units pains me.
LionStein  [author] 14 Sep, 2023 @ 9:13pm 
Added alternative endings to the mission.
Current endings:
1. Lose the base = Hold What You Got! (Original)
2. Survive for 20 minutes = A Noble Sacrifice! (NEW)
3. Destroy the Plasma Bugs = Evacuated! (NEW)