There would be higher concentrations of defenses in certain areas. Often close and long range atmospheric AAA bundled together, in turn defending defenses that could reach into orbit, and important military targets.
Important military targets were themselves often hardened and buried, further decreasing the effectiveness that even nuclear weapons could have.
The CYCOL landing forces would to get onto the planet in places where the AAA was thin, and then to either attack the AAA from the ground to open up more possible landing sites, or to make their way underground and into the hardened structures.
This was definitely a spur of the moment sketch to get the idea on paper, and as such I'm already looking at making changes.
The biggest change is removing those main thrusters entirely. Those were meant to maneuver in space, but with the colony being slaved to an FTL ship, they are unneeded. This leans the colony as being less of a spaceship and more of a space capable building.
Removing those main thrusters from the colony ship itself means I have to think about how to get it to descend. I'm considering some kind of array of thrusters outside the wall which can be recovered after landing (I want every piece of the design to either be used by the colony or recovered for reuse by the transit company.) Combined with some kind of anti-gravity tech which can kick in once the colony is descending slowly enough and is near enough to the ground. I'll keep workshopping that.
For the quarters, I envision the ones on the main structure to be duty quarters that may also double as emergency quarters during some extreme emergency. Day to day, they'd be where the people most expected to work in the structure would live. I picture this colony ship as supporting 20-50 people rather than a huge population, at least at the beginning.
I have slow, blocky mechs which are similarly used for urban or very uneven environments. They tend to be slow and used as either indirect fire support or a heavy weapon hardpoint rather than frantically running around do cool mech combat.
My cheat is that in-universe there is a mech fighting league that is basically just WWE wrestling. Expensive mechs that can be more humanoid and have crazy paintjobs. Just like WWE the fights are staged and full of intricate nonsense storylines. The mechs fire low powered but visually impressive weapons at each other and pyrotechnic panels on the hit mechs explode spectacularly.
I have this league in my back pocket if I ever want some crazy mech combat I can just take one of these mechs and put it in a circumstance where it fights for real.
There is FTL, which is accomplished by creating a field around the ship and jumping point to point. It's not unlimited, as there are certain points that can only be accessed from certain other points. Not to get too down that path but it's very ley line and new age crystal kind of logic there.
However, the colony ships themselves arent independently capable of FTL. They are slaved to an FTL capable tug ship and transported to their destination. This is done on a contract. Colony ships are built to order, almost always as part of a larger colony contract that includes initial survey, customized colony ship modifications, transport to the planet, landing the colony ship, and setting it up.
There are living quarters, however those are mainly meant to be used once the ship is landed. The ship is skeleton crewed by contractors (usually from the same company supplying the FTL tug ship) during transit. The contractors specialize in these jobs so they land the colony ship. The actual colonists, along with more contractors, are passengers on the tug ship. They come down to the surface after the colony ship has landed. There is an initial period where the contractors help with initial colony set up, such as detaching the colony ship main engines, adjusting how the ship sits on the ground, securing anchoring, and other tasks. The colonists while usually containing some flight certified members and mechanical engineers are not subject experts on landing colonies or setting them up.
The practice became the standard for nomenclature starting in the 1920s, gradually replacing other conventions such as naming based on the year of adoption (M1911, M1919, and M1903 as examples). This led to a lot of M1s in WW2 due to the timing of the nomenclature change.
I find it interesting that the .30-06 caliber is named for year of adoption, with the name of the standard cartridge in WW2 being M1.
If three people all have different terminal medical conditions, which are currently making their state of life excruciating, and will kill them shortly, and there is one healthy person who can be killed and their organs repurposed to restore quality of life and stop the medical condition to all of those people then utilitarianism says it is moral to do that.
Any answer saying that it is wrong to do that shows there must be a factor beyond need in the determination.
[US] Any suspect that says "Am I free to go?" during an interview where they haven't been Mirandized, and then if they are free to go leaves immediately.
Or if they are not free to go and Mirandized "I demand a lawyer." and "I am asserting my right to silence." and nothing else. Playing cute games in an "interview" so you can get off some zingers at the cops is at best not going to make your situation worse. Very likely though, the longer you talk, the worse it will get. Therefore any technique that is giving up your right to silence and council is sub-optimal.
This footage doesn't catch the public eye as often because it isn't spicy. It's just boring. You want to be boring because the cops who booked you are not the right people to be spinning your side of the story to.
A little tiny pinch of salt in coffee can take the edge off the bitterness. It surprisingly doesn't make it taste salty, just less bitter.