Starship Troopers: Terran Command

Starship Troopers: Terran Command

Dufte Defense 0.4
Dufter Typ  [developer] 18 Feb, 2023 @ 11:00am
Ideas & Wishes
You can send me here, your ideas and wishes for this or future versions for this type of game mode maps.
more waves, less waves, other map layouts all these stuff put in here.
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Showing 1-3 of 3 comments
DumbDay 29 Mar, 2023 @ 11:18am 
Best defence map on current moment without ♥♥♥♥♥♥ secondary objective
Before reading the paste, I warn you in advance that I will not be able to write more accurately due to the fact that I know little of the language and there may be a lot of misunderstandings.

If you sum up the tactics of all three playthroughs, this is a quick push to exoskeleton infantry.
1 shooting range - 2 infantry units + 1 engineer - many turrets
(building L-shaped based on the infantry as a certain width of the front)
Tier 2 - quick rotation of infantry per unit mk-2
replacement of most of the stationary machine guns with automatic grenade launchers located in the center for firing in all directions (4 side - 4 agl)
(covering all directions by infantry)
(the hardest part)
Tier 3 - slow rotation of a part of the infantry from MK-2 to energy guns.
("energetics" stand in front, MK-2 in the back)
(spam turrets in all directions)
Tier 4 - rotation of infantry under MECH
(minigun is the best solution because mobile turret for suppression)
Tier 5 - exoskeleton infantry is not replaced immediately, but only after receiving specialization. For each direction is allocated equally, the first unit will perform engineering work.
The rest of the units - The sniper turned out to be super useful
The commander and the signalman are relatively good up to 3 tyrannos - the peculiarities of the waves do not allow you to completely “set it and forget it” with the unit - as a result, either the death of the commander or the lack of implementation of skills.
The Fleet Adjutant is useful in tier 3-4 with his bombardments when there are a lot of ranged units.
All other units are either turret-like or engineer-situational good for micromanagement.

The first passage (all initial settings are turned off) stalled to 400 wave, gave up because of boredom.
The second and third went in a combination of different settings up to wave 300 - the best option seemed to be with the excluded mutations of random waves.

Map improvements?
Shrink the place of the base, most of the base was not used for defense.
There is only an idea to make one more base inside the base.
The main idea is to make a fenced area on the territory of the base with at least one elevation up (tower?)
(Place in the current positions of the tower?)
Advantages - additional management in the late game and the use of vehicles that are idle because playing competently - there are no special problems, and within the framework of the current mechanics, you can call a lot of reinforcements, but there is no value in this.
Dufter Typ  [developer] 8 Apr, 2023 @ 7:05pm 
Nice to have your feedback. :praisesun:

i can agree with you, the balance part is the hardest to tickle.
To bring a chellange specialy in the later waves and much more if you going to meta build and spamming rifles and turrets till you get mechs.

shorten on the ship supply could handle the easy resupply of troops or cap the ship supply, ive to look at this specialy in the early waves, these are the hardest in my opinion and to not make this impossible to achive.

I cant tell what is best in this state of the map, for the balance,
to lock of certain tech or tweak resources, without having it to force meta units.

Gettin the Base smaller is in my mind i try to build this first, couse its easy to do.
Last edited by Dufter Typ; 8 Apr, 2023 @ 7:08pm
Dufter Typ  [developer] 8 Apr, 2023 @ 7:13pm 
PS: The current map was build with an early version of the BETA release of editor.
Hope to get some new tools to play with :budsmile:
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