Starship Troopers: Terran Command

Starship Troopers: Terran Command

The Colosseum
23 Comments
Obsti 30 Sep, 2023 @ 1:20am 
Tiger Zone spoilers: After not playing it for a long time I just jumped in and tried to recreate it. Success on first try [i.imgur.com]. Every single side is subject to seriously overlapping firing arcs 1 [i.imgur.com], 2 [i.imgur.com], 3 [i.imgur.com], 4 [i.imgur.com], 5 [i.imgur.com], 6 [i.imgur.com], the only minor weakness is the direct south, but that is only because I refused moving them after placing them on first try. The Radioman was never used, he just illustrates that even placing an obstacle in the center does not change anything. 12 Credits effectively used, 100 % AFKable.

If City gave more Credits per time than this, it would be worth it to pay attention there.
Obsti 30 Sep, 2023 @ 12:32am 
You could also go the other way: Make the reward for the City a bit better. Unless one goes there with a significant amount of Credits already invested/sunk (like a Marauder, or Rocket Troopers that will be pretty useless elsewhere), it doesn't work on autopilot reliably.

If paying attention there yields better rewards for the effort, it is fine.
TheBigTG  [author] 29 Sep, 2023 @ 2:57pm 
idk how to make the tiger arena harder, because adding terrain variety actually makes it easier since bugs have to path better.
Just adding more tigers makes it cheap and tedious.
I'll see about adding the Honour Guard
Obsti 29 Sep, 2023 @ 2:54pm 
The HG has both the howitzer and the gatling gun, but I am not 100 % sure if the firepower is the same or if it has less HP. I usually avoid having one (or any Marauder for that matter) take any damage at all and an unintended breakthrough is hard to evaluate/quantify.

The most significant difference in many combat scenarios is that the HG also has the ability to create a landing zone, on a cooldown timer different from its mortar barrage/detonation. It replaces the Radioman but needs an Engineer to maintain and primarily shines when supported by Infantry, so it creates different gameplay especially in such a number-limited scenario as the Colosseum.

I didn't play the Tiger Zone that often, the easy formation was apparent to me from the start due to the terrain. I was just scared to enter at first because I expected more pain. But I get paid for spotting such stuff at work so I may be an outlier :P
TheBigTG  [author] 29 Sep, 2023 @ 2:33pm 
Oh well, I reckon if you play anything enough you find the optimal path to go about it.
Isn't the honor guard just the MG mech but white or smth? Any gameplay difference of just looks different?
Obsti 29 Sep, 2023 @ 2:15pm 
Add an Honor Guard for 50 Credits or such and I will try it again and use the Engineering Exosuit for the second time in the game (first time was for the map achievement).

;)

Tiger Zone allows for very compact camping with merely MK2 (even faster with Exosuits). By forming a diamond formation it is possible to have four squads firing in all significant directions. It is pure slaughter. If the terrain wasn't as nice it may be a different story.
TheBigTG  [author] 29 Sep, 2023 @ 12:26pm 
Tiger zone was evaluated harder after testing with Milo.
The skill randomness is meant to incentivize trying out new maybe less used abilities, obviously if you want your MKII with grenades and try to get those it might be frustrating.

Congratz on completing hell, im glad it lives up to its name :)
Obsti 29 Sep, 2023 @ 12:00pm 
I beat Hell a while ago and... wow, it really is hell.

I don't know why the Tiger Zone is listed as higher difficulty and turns out to be a better Credit gainer than the City Zone... Tiger Zone is easier to prepare for and allows for 100 % AFK Credit accumulation. Just letting that run in the background allows for ignoring the issues with throwing pricy units into the pit.

I didn't like fishing for Skills with (first) savegame scumming and (then) extensive AFK Credit accumulation in the Tiger Zone.

I did Hell with 2 x SAW and 2x Rocket Exosuits plus Radioman for reinforcements. I wished there had been an Honor Guard available :D
grottyawesomo 26 Aug, 2023 @ 11:59pm 
cant wait to play this
Obsti 26 Aug, 2023 @ 12:53pm 
How about walking the units back into their respective purchase areas (the ones that are currently inaccessible where they are exhibited)? That way you would have a centralized approach. The 1-credit killpens could remain in addition to save time when one does not need credits.
TheBigTG  [author] 26 Aug, 2023 @ 12:08pm 
It would've just been a lot of duplicated effort for each unit type times each pit. Basically, there was no elegant solution aside from having like 40 triggers to just get that working
Obsti 26 Aug, 2023 @ 11:43am 
Hm, but then the proper credit refund should be implementable? As you said, only units that have a unique internal reference can be detected. Now I am confused :)
TheBigTG  [author] 26 Aug, 2023 @ 9:44am 
There is that check in the game
Obsti 26 Aug, 2023 @ 9:17am 
Thank you for the explanation. I hope someone has already suggested to the devs to implement a general "Check for unit of type X in area" trigger, that would open up plenty possibilities.
TheBigTG  [author] 26 Aug, 2023 @ 8:31am 
ya its called Blackboard names in this game
Obsti 26 Aug, 2023 @ 8:24am 
The variable is the blackboard name?

Thanks for the quick fix, I will restart the map with the fix.
TheBigTG  [author] 26 Aug, 2023 @ 8:21am 
ya refunding 1 credit actually sounds like a good idea, lets you at least get a rifle trooper if you made a mistake, gonna add that real quick.

For your second part, basically the only way to check for a specific unit (your hero or wtv) we need to assign it to a variable. This can only be done to pre-placed units or ones spawned via triggers. The one-off spawns are fine, the issue is when you have the same trigger that can re-occur like in this map where you can buy 5 rifle troopers. Since assigning the unit to a variable overrides the previous one so it breaks the triggers if you're allowed to summon units at will.
Obsti 26 Aug, 2023 @ 8:01am 
Hmm... how about always refunding 1 credit? That helps a bit, especially early on, and can not be exploited.

And do I understand the trigger structure correctly when I conclude that one can only check for the existence of units within in area if those units are already on the map at the start of the game but not for the general existence of units of type X within a certain area? That explains plenty of missions that want one to move a certain already existing unit somewhere and one cannot replace them.
TheBigTG  [author] 26 Aug, 2023 @ 5:48am 
I made the cap 5 for balance reasons and it cannot be changed.
The early retirement is just there for quality of life to allow you to change your squad composition. Since otherwise the only way would be to have them die in an arena would be super tedious if you wanna get rid of some rifle troopers to get power suits instead by having to constantly do throwaway arena's.

I wanted to make it refund but i couldn't get the triggers to give the appropriate amount of credits
Obsti 26 Aug, 2023 @ 3:57am 
Is there a way to increase the squad size or is one limited to 5 for all arenas? If 5 is the cap then the "No refunds" policy on early retirements is really bad, making it unnecessarily hard and punishing to apply a mix and match approach.
TheBigTG  [author] 22 Aug, 2023 @ 9:07pm 
@tonyxfg, glad you enjoyed it, its meant as a sandbox so all the arenas are replayable and you can try different combos of units to see what works and what can be fun

@federicocigliutti haha i really enjoy your enthusiasm, makes me happy getting responses like that to my maps
federicocigliutti 22 Aug, 2023 @ 6:27pm 
THIS IS AWESOME I love it
tonyxfg 22 Aug, 2023 @ 1:01am 
Good mission!

very nice and challenge.


because after clear 5 Arena, the mission is over, many units are not used yet.

maybe can give more credits?

so that I can change units easier^^