History Main / RetroUpgrade

17th Sep '15 6:27:45 PM OmegaMetroid
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Oh, that one's already in the example list. xD
This is a sister trope to MagikarpPower where something which appears useless or obsolete becomes more effective because it's more compatible with the very latest technology than what came in between (either in technology or the ability of the user). The two can be distinguished thus; a Magikarp Superpower becomes more effective after working and improving it (e.g. levelling a Magikarp up until it evolves into a [[DiscOneNuke Gyarados]]), while this trope becomes more effective because ''something else'' has improved (e.g. a high level item which gives Magikarp in particular a significant boost in power, or a Light Ball that doubles Pikachu's Atk and Sp. Atk).
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This is a sister trope to MagikarpPower where something which appears useless or obsolete becomes more effective because it's more compatible with the very latest technology than what came in between (either in technology or the ability of the user). The two can be distinguished thus; a Magikarp Superpower becomes more effective after working and improving it (e.g. levelling a Magikarp up until it evolves into a [[DiscOneNuke Gyarados]]), while this trope becomes more effective because ''something else'' has improved (e.g. a high level item which gives Magikarp in particular a significant boost in power, or a Light Ball that doubles Pikachu's Atk and Sp. Atk).power).
17th Sep '15 4:16:29 PM OmegaMetroid
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This is a sister trope to MagikarpPower where something which appears useless or obsolete becomes more effective because it's more compatible with the very latest technology than what came in between (either in technology or the ability of the user). The two can be distinguished thus; a Magikarp Superpower becomes more effective after working and improving it (e.g. levelling a Magikarp up until it evolves into a [[DiscOneNuke Gyarados]]), while this trope becomes more effective because ''something else'' has improved (e.g. a high level item which gives Magikarp in particular a significant boost in power).
to:
This is a sister trope to MagikarpPower where something which appears useless or obsolete becomes more effective because it's more compatible with the very latest technology than what came in between (either in technology or the ability of the user). The two can be distinguished thus; a Magikarp Superpower becomes more effective after working and improving it (e.g. levelling a Magikarp up until it evolves into a [[DiscOneNuke Gyarados]]), while this trope becomes more effective because ''something else'' has improved (e.g. a high level item which gives Magikarp in particular a significant boost in power).power, or a Light Ball that doubles Pikachu's Atk and Sp. Atk).
26th Aug '15 2:59:04 AM ElodieHiras
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* In the ''Franchise/MassEffect'' series, you get the omniblade, which is a "disposable silicarbonate blade almost as hard as diamond, build by an omnitool microfactory". In short, it is a [[KnifeNut trusty old knife]], except it's an AbsurdlySharpBlade able to cut through most things. Must useful if used in tandem with a [[InvisibilityCloak Tactical Camouflage]] to stab an enemy InTheBack (like [[PhantomThief Kasumi Goto]] does), or used against [[OurZombiesAreDifferent Husks]].
30th Jul '15 2:00:53 AM Medinoc
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** Also, the Masamune is quicky obsoleted by other swords after defeating Magus with it, it can be upgraded to Frog's ultimate sword after OpeningTheSandbox.
15th Jul '15 3:03:53 PM SuperLlama
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* The obligatory {{BFG}} weapon in ''VideoGame/SeriousSam'' is the "Serious Cannon". A man portable cannon which fires depleted uranium cannonballs. Also in Sam's arsenal is a TommyGun retrofitted to fire 5.56 rounds.
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* The obligatory {{BFG}} weapon in ''VideoGame/SeriousSam'' is the "Serious Cannon". A man portable cannon which fires depleted uranium cannonballs. Also in Sam's arsenal is a TommyGun Tommy Gun retrofitted to fire 5.56 rounds.
15th Jul '15 3:03:28 PM SuperLlama
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* The obligatory {{BFG}} weapon in ''VideoGame/SeriousSam'' is the "Serious Cannon". A man portable cannon which fires depleted uranium cannonballs.
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* The obligatory {{BFG}} weapon in ''VideoGame/SeriousSam'' is the "Serious Cannon". A man portable cannon which fires depleted uranium cannonballs. cannonballs. Also in Sam's arsenal is a TommyGun retrofitted to fire 5.56 rounds.
5th Jun '15 8:52:00 AM Cuddles
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* In ''Literature/TheForeverWar'', combat takes place within projected stasis fields which neutralise all electromagnetic fields except those contained within a special coating. This means no modern weapons work and leave humans and aliens fighting an interstellar war using swords and bows. * In Michael R. Hicks' ''Literature/InHerName'' series, the aliens attacking humanity are very close to, if not quite actually SufficientlyAdvancedAliens. However, their goal is to test humanity rather than wipe them out immediately, and they view one-on-one hand-to-hand as the [[ProudWarriorRaceGuy only honourable form of combat]]. They therefore take steps to prevent modern (in-universe, meaning futuristic from our point of view) weapons, and especially computer-controlled ones such as missiles, from working. Fighting mostly involves tanks and basic projectile weapons, while space combat frequently results in boarding actions which had been previously unheard of.
3rd Jun '15 6:32:35 PM captainspycrab
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* In [[{{VideoGame/Civilization}} Sid Meier's Civilization 5]], both the Jungle tile and the Trading Post improvement start out pretty terrible (with the Jungle providing 2 units of food and the Trading post providing a single unit of Gold). However, the Trading Post is one of three improvements that can be built on Jungle without destroying it (where one of the other two requires a certain resource and the other is unique to one specific civ). Universities provide 2 units of science from all jungle tiles and the Sacred Path religious belief provides 1 unit of Culture, while the Trading Post's Gold yield is improved by one each by the Economics technology, completion of the Commerce social policy path, and a Golden Age, for a total of four, as well as one additional science yield with the Free Thought social policy. This brings the final total yield of a trading post on a jungle tile to two food, four gold, three science, and one culture, or twelve yield units total [[note]]Thirteen with the 1 production given by the Hydro Plant, if next to a river[[/note]] - unrivaled by anything else save the Academy improvement and some natural wonders, the yield of which are largely [[CripplingOverspecialization limited to one specific type]], not to mention hard to get, unlike the Trading Post/Jungle combo.
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* In [[{{VideoGame/Civilization}} Sid Meier's Civilization 5]], both the Jungle tile and the Trading Post improvement start out pretty terrible (with the Jungle providing 2 units of food and the Trading post providing a single unit of Gold). However, the Trading Post is one of three improvements that can be built on Jungle without destroying it (where one of the other two requires a certain resource and the other is unique to one specific civ). Universities provide 2 units of science from all jungle tiles and the Sacred Path religious belief provides 1 unit of Culture, while the Trading Post's Gold yield is improved by one each by the Economics technology, completion of the Commerce social policy path, and a Golden Age, for a total of four, as well as one additional science yield with the Free Thought social policy. This brings the final total yield of a trading post on a jungle tile to two food, four gold, three science, and one culture, or twelve yield units total [[note]]Thirteen with the 1 production given by the Hydro Plant, if next to a river[[/note]] - unrivaled by anything else save the Academy improvement and some natural wonders, the yield of which are largely [[CripplingOverspecialization limited to one specific type]], not to mention hard to get, unlike the Trading Post/Jungle combo.
3rd Jun '15 6:31:39 PM captainspycrab
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* In [[{{VideoGame/Civilization}} Sid Meier's Civilization 5]], both the Jungle tile and the Trading Post improvement start out pretty terrible (with the Jungle providing 2 units of food and the Trading post providing a single unit of Gold). However, the Trading Post is one of three improvements that can be built on Jungle without destroying it (where one of the other two requires a certain resource and the other is unique to one specific civ). Universities provide 2 units of science from all jungle tiles and the Sacred Path religious belief provides 1 unit of Culture, while the Trading Post's Gold yield is improved by one each by the Economics technology, completion of the Commerce social policy path, and a Golden Age, for a total of four, as well as one additional science yield with the Free Thought social policy. This brings the final total yield of a trading post on a jungle tile to two food, four gold, three science, and one culture, or twelve yield units total [[note]]Thirteen with the 1 production given by the Hydro Plant, if next to a river[[/note]] - unrivaled by anything else save the Academy improvement and some natural wonders, the yield of which are largely [[CripplingOverspecialization limited to one specific type]], not to mention hard to get, unlike the Trading Post/Jungle combo.
6th May '15 2:43:46 PM Knul
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** Also used in-story later, when the Harkonnens use the ancient and obsolete technology of artillery against their enemies holed up in caves. Due to the aforementioned shields, artillery has fallen out of use but as shields are useless on Dune, they saw a short resurgence.
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