History Main / InstantWinCondition

26th Jun '16 12:20:27 AM Rodrigokun
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In ''VideoGame/CivilizationBeyondEarth'', it's even more prevalent. The Domination victory has remained unchanged, but the other four victories all involve going through several steps and building a giant, destructible, wonder on a tile near your city. Every player in the game is informed of every other player's progress, so pretty much every game can end with every player making a rush to assault the player who made the most progress towards victory.
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In ''VideoGame/CivilizationBeyondEarth'', it's even more prevalent. The Domination victory has remained unchanged, but the other four victories all involve going through several steps and building a giant, destructible, wonder on a tile near your city. Every player in the game is informed of every other player's progress, so pretty much every game can end with every player making a rush to assault the player who made the most progress towards victory.
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25th Jun '16 11:45:29 AM nombretomado
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* Victory is pretty much instantaneous in ''BattleForWesnoth'' when you kill all of the enemy leaders, which can get pretty intense when you're struggling against a (money draining) turn limit and trying to farm as much XP as possible.

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* Victory is pretty much instantaneous in ''BattleForWesnoth'' ''VideoGame/BattleForWesnoth'' when you kill all of the enemy leaders, which can get pretty intense when you're struggling against a (money draining) turn limit and trying to farm as much XP as possible.
18th Jun '16 11:45:57 PM nombretomado
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* The ''LegendOfTheFiveRings'' CCG was made of this trope. There were three victory conditions: Military (wipe out your opponent's territories), Honor (Gain a large amount of Honor points), or Enlightenment (play all 5 elemental rings). Some VERY Successful decks were designed around making a suicidal dash for max honor or enlightenment while paying just enough attention to the opponent's attacks to not be ''completely'' wiped out before winning.

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* The ''LegendOfTheFiveRings'' ''TabletopGame/LegendOfTheFiveRings'' CCG was made of this trope. There were three victory conditions: Military (wipe out your opponent's territories), Honor (Gain a large amount of Honor points), or Enlightenment (play all 5 elemental rings). Some VERY Successful decks were designed around making a suicidal dash for max honor or enlightenment while paying just enough attention to the opponent's attacks to not be ''completely'' wiped out before winning.
17th May '16 12:51:23 PM ThraggLootrippa
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** Perhaps the most outrageous example is the siege of the SpaceMarine stronghold by the Tau in the Dark Crusade. The objective is to destroy their main Town Hall. Since the Tau Commander, if properly upgraded, is an invisible, jet-packed one-man-tank, he can cut the "sieging" and "storming" parts, sneak to the enemy base and raze the building single-handedly from a vantage point (just keep in mind the map is littered with Servo Skulls, who can turn the Commander visible again). That's it. One building. And despite that the whole SM army is still intact they will let out a mighty BAWWWWWWWWWW as their Captain suddenly drops dead, admit defeat, and barrage their own positions with orbital bombing so that they don't fall in your hands. Suckers.
** The same happens when playing Necrons vs Imperial Guard or, if harder to pull off, Space Marines. All you need to do is destroy the Imperial HQ, but access is blocked due to a large river. Conveniently there are some small patches of land and your Necron Lord can teleport. Better yet, he resurrects wherever he is slain and topping even that he can become an immortal Death God for a short while. So you teleport, kill the enemy HQ to death and go elsewhere to kill stuff.

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** Perhaps the most outrageous example is the siege of the SpaceMarine stronghold by the Tau in the Dark Crusade. The objective is to destroy their main Town Hall. Stronghold. Since the Tau Commander, if properly upgraded, is an invisible, invisible jet-packed one-man-tank, he can cut the "sieging" and "storming" parts, sneak to the enemy base and raze the building single-handedly from a vantage point (just keep in mind the map is littered with Servo Skulls, who can turn the Commander visible again). That's it. One building. And despite that the whole SM army is still intact they will let out a mighty BAWWWWWWWWWW as their Captain suddenly drops dead, admit defeat, and barrage their own positions with orbital bombing so that they don't fall in your hands. Suckers.
** The same happens when playing Necrons vs Imperial Guard or, if slghtly harder to pull off, Space Marines. All you need to do is destroy the Imperial HQ, but access is blocked due to a large river. Conveniently there are some small patches of land and your Necron Lord can teleport. Better yet, he resurrects wherever he is slain and topping even that he can become an immortal Death God for a short while. So you teleport, kill the enemy HQ to death and go elsewhere to kill stuff.stuff.
** The Imperial Guard are notorious for their ability to just skip anything in a Stronghold during a campaign. They have the best artillery in the series, and they have a way to pierce the FogOfWar and upgraded Earthshaker shells that can heavily damage whatever it hits. The game even tells you exactly where the objective is on the map. All the Guard player has to do in a Stronghold is fight to within Earthshaker range, and fire the shells until the target is a smoking crater. Entire armies will rout because their main headquarters/figurehead got taken out by precision artillery from a mile away.
16th May '16 11:27:59 PM erforce
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* Some mission and quest challenges in ''BillyVsSnakeman'' have "automatic jutsu victory": if you use a specific jutsu, you will win it no matter how poor your successes are. It's not stated outright, but there's either a logical thought to it (A horde of enemies attacking everywhere? This calls for a clone jutsu!) or the description references the solution in some other way (The enemy says his attack goes to eleven? How about [[ThisIsSpinalTap "Rock On: Spinal Tap"]]?). There's also the Flying Thunder God Jutsu, which allows you to complete one non-quest challenge with a difficulty not higher than 100 each day.

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* Some mission and quest challenges in ''BillyVsSnakeman'' have "automatic jutsu victory": if you use a specific jutsu, you will win it no matter how poor your successes are. It's not stated outright, but there's either a logical thought to it (A horde of enemies attacking everywhere? This calls for a clone jutsu!) or the description references the solution in some other way (The enemy says his attack goes to eleven? How about [[ThisIsSpinalTap [[Film/ThisIsSpinalTap "Rock On: Spinal Tap"]]?). There's also the Flying Thunder God Jutsu, which allows you to complete one non-quest challenge with a difficulty not higher than 100 each day.
8th May '16 9:11:27 PM YapoolSeijin
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* ''AquarionLogos'', virtually every M.J.K.B. and mecha has the power to destroy an entire concept and therefore part of reality with it if not dealt with fast enough, battles are usually won out of sheer willpower (mostly from Akira).
3rd May '16 9:00:31 AM WanderingTedium
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There's [[TimedMission five seconds left on the clock]] and you're clinging onto a cliff edge over a pit full of spikes. The {{Invincible Minor Minion}}s are at your front door, and they're charging straight to the {{NPC}}'s you're required to {{Escort|Mission}}. The BigBad has just announced his EvilPlan to the world, and he's got his KillSat aimed at [[EarthShatteringKaboom the entire planet]]. What are you gonna do?

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There's [[TimedMission five seconds left on the clock]] and you're clinging onto a cliff edge over a pit full of spikes. spikes, just inches away from the [[MacGuffin Goblet of Godhood]] situated on a nearby ledge. The {{Invincible Minor Minion}}s are at your front door, close to busting it down and they're charging ready to charge straight to for the {{NPC}}'s you're required to {{Escort|Mission}}. The BigBad has just announced his EvilPlan to the world, and he's got his KillSat aimed at [[EarthShatteringKaboom the entire planet]]. With your last ounce of strength, you swing over and only ''barely'' brush against the Goblet with your finger before the cliff crumbles under your weight. The last shot of the scene is you plummeting towards the SpikesOfDoom. What are you gonna do?
happens now?
27th Apr '16 5:06:29 AM ChronoLegion
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* Some missions in ''VideoGame/XMercs'' can be won even if you're down to a single surviving merc with 1 HP. If the win conditions are met (e.g. survive for 5 turns), your still-standing mercs will start cheering, even if they're surrounded by enemies about to slaughter them.
* In ''[[VideoGame/PacificFleet Atlantic Fleet]]'', you can win a battle even if there are 5 torpedoes bearing down on your ship and will strike you at the end of your turn, as long as you sink all enemy ships before that or force them to withdraw. The battle ends immediately without completing the turn.
27th Apr '16 4:55:55 AM ChronoLegion
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In the ''Alien Crossfire'' ExpansionPack to ''VideoGame/SidMeiersAlphaCentauri'', the Progenitor factions have an additional victory option, if they manage to build and power a certain number of {{Subspace Ansible}}s for a specific number of turns, they will send a signal to their homeworld and summon their entire fleet. Presumably, the fleet then wipes every other faction off the face of Planet.
26th Apr '16 9:29:27 AM megarockman
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** In the 19th and 20th centuries, this objective was often the capture of the enemy's capital, since that was a deathblow to morale and eliminated the enemy's command and control ability. See the fall of France in 1940, the fall of Germany in 1945, the Franco-Prussian war in 1871.

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** In the 19th and 20th centuries, this objective was often [[CapitalOffensive the capture of the enemy's capital, capital]], since that was a deathblow to morale and eliminated the enemy's command and control ability. See ability; see the fall of France in 1940, the fall of Germany in 1945, the Franco-Prussian war in 1871.1871. This usually depends on how your enemy is structured - capturing capitals (if they even had one) of less centralized adversaries (e.g., the Americans during the American Revolution, the Viet Cong during the Vietnam War) would generally prove to be less devastating of a defeat.
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