Starship Troopers: Terran Command

Starship Troopers: Terran Command

201 ratings
(VO) First Contact - Mission 01
   
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14 Nov, 2023 @ 8:43am
15 Nov, 2023 @ 1:31am
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(VO) First Contact - Mission 01

In 1 collection by Vandalo
Starship Troopers: Terran Command: First Contact - Campaign
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Description
You and your team are sent to a colonized planet where the local residents have been silent for a long time, and contact seems to have been lost. Your mission is to find out what has happened and report it to the fleet.
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As for the campaign, it is set in a time when the bugs are not yet known, and nobody is aware that they exist. The story builds upon this premise.
10 Comments
Vandalo  [author] 19 Feb, 2024 @ 1:03am 
@Mosk Thank you for the kind words. I might create 1-2 bonus missions, but after that, I won't be creating any more maps. Thank you for your review; I'm glad you enjoyed it. :)
Mosk 18 Feb, 2024 @ 1:44pm 
I just finished the campaign. Over all I give it a 9/10. Story is great. Game play is mostly great. There are a few triggers I think that should be cleaned up a bit. But this is well worth playing. Vandalo you did a great job overall with this campaign and I hope to see more from you. Thank you for adding to the community.
Mosk 16 Feb, 2024 @ 8:45pm 
Enjoyed this mission. worth a play.
Democracy Agent 23 13 Feb, 2024 @ 8:29pm 
I played all seven missions because i liked the story. That said, I found the entire series to be one annoying attrition mission after another. It was not frustrating, just annoying. It does not matter how good the story is, and make no mistake it is a good story arc, but the levels just leach the fun out of it from start to finish. It is a shame because as I said the story was good. The narrative also got in the way at the worst possible times. While in the middle of something important like calling reinforcements, an unnecessary story pop up would take over the screen and when you get back to the battle everything is unselected and what you were planing on doing goes right out the window. Sadly despite a great script, I can not recommend these 7 missions unless you want to like the game less. It was very challenging but accomplished it in the cheapest and laziest ways.
Azren 30 Jan, 2024 @ 12:12pm 
I recommend this Campaign to everyone looking for a fun, challenging time.
Talengard 9 Dec, 2023 @ 6:23pm 
The last defend the shuttles chapter is way too hard. Too many of these scenarios have what seem like impossible final battles which really takes the fun out of playing. Especially when you make the Tankers almost invincible. Scenario should be challenging, but not so hard you have to replay the final battle over and over again to find a way to win. With no time between waves, no chance to recharge for the next one. If you just put some time between the waves, would make it much more playable. And no chance to reinforce units also just sucks.
Wizas 27 Nov, 2023 @ 4:29am 
A couple of thoughts:
-> A lot of handholding with the annotations: You don't need to use the "Door closed" or "Reinforce first" popups that much! If the objectives tab covers it, theres no need to keep guiding my steps
-> Annotations with terminals: The 3 terminals to close the gate. I don't quite know if there was an order to go through them, but using the popup on the farthest one being "the last" sends mixed signals.. why does it need to be that one the last?
-> Tanker immunity: The immunity card is a bit weak if you want to bring up difficulty to be honest.. What is the point? You want me to go microing a unit to aggro it till time passes? If you want me to run and fall back you can use voice cues and objectives tab to tell me that it is a "scripted" part.
-> Spawns behind you without a notice or warning: So while im playing cops and robbers with the first tanker, spawns start coming from behind without prior warning. This was annoying.
Targ 17 Nov, 2023 @ 6:06am 
I like it. Simple and tasteful. But the training of pilots and their vehicles raises questions about their professional suitability.
It would make more sense if LZ had an underground warehouse where the survivors took refuge. At the beginning there was their evacuation. And then the group waited for transport for themselves.
Final defense. Watching the same attacks for 5 minutes is boring. Either reduce the time or increase the number of enemies.
There is no need to make tankers at the end of the map immune. The average player doesn't want to play "Benny Hill". The first tanker with a similar idea is more than enough.
Vandalo  [author] 15 Nov, 2023 @ 12:54am 
@MosquitoPR: Thanks for the ideas, I will make the changes today. :)
MosquitoPR 14 Nov, 2023 @ 8:08pm 
Fun mission as always, I loved the bombing run scene.
Couple of things that might help make it better:
1. There is a setting to disable reinforcements. Go to the Settings tab, and change the field for "ReinforcementsDisabled" to 1. You will still be able to deploy units, just not reinforce the Powersuits.
2. The make the first terminal have an access denied message instead of making it teleport you and say "Not now".
3. Make the Tankers in the final battle immune. This will make it more challenging and force the player to retreat.