History Main / RidiculouslyFastConstruction

7th May '17 9:51:27 PM TV4Fun
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* All houses in ''Videogame/KingdomOfLoathing'' get instant erection; no one pitches a tent like an adventurer. A cottage is made simply by slapping anti-cheese into a bowl of cottage cheese ([[MST3KMantra where does the bowl go?]]). Just add water to the Instant House. Even pyramids, castles and fortresses can be built without spending a turn, not to mention the other, obviously absurd abodes.

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* All houses in ''Videogame/KingdomOfLoathing'' get instant erection; no one [[DoesThisRemindYouOfAnything pitches a tent tent]] like an adventurer. A cottage is made simply by slapping anti-cheese into a bowl of cottage cheese ([[MST3KMantra where does the bowl go?]]). Just add water to the Instant House. Even pyramids, castles and fortresses can be built without spending a turn, not to mention the other, obviously absurd abodes.
9th Apr '17 10:30:27 AM nombretomado
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* In ''Franchise/RockRaiders'', once the Raiders have paid the necessary price of energy crystals and ore, already-completed buildings are teleported down from the orbiting LMS Explorer rather than being constructed on-site. Other construction efforts such as assembling Power Paths or repairing erosion still take two seconds at most, though. Additionally, training is still incredibly quick, for instance taking just three seconds to be trained as an explosives expert!

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* In ''Franchise/RockRaiders'', ''VideoGame/RockRaiders'', once the Raiders have paid the necessary price of energy crystals and ore, already-completed buildings are teleported down from the orbiting LMS Explorer rather than being constructed on-site. Other construction efforts such as assembling Power Paths or repairing erosion still take two seconds at most, though. Additionally, training is still incredibly quick, for instance taking just three seconds to be trained as an explosives expert!
19th Mar '17 2:15:54 PM Doug86
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* Inverted in ''TabletopGame/Warhammer40K'' as far as the Imperium/Adeptus Mechanicus is concerned: to reinforce the always-losing state of the nominal good guys, everything takes a huge amount of time to replace (when they're not made with LostTechnology and thus irreplaceable). MileLongShip in particular take centuries to construct, partially because WeWillUseManualLaborInTheFuture is in full effect (one of the dangers of such ships is running into the inbred cannibalistic tribes descended from the workers who got lost during construction). Forge Worlds are entire planets devoted to producing vast amounts of ordnance, weapons and vehicles, but how fast they do so isn't stated.

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* Inverted in ''TabletopGame/Warhammer40K'' ''TabletopGame/Warhammer40000'' as far as the Imperium/Adeptus Mechanicus is concerned: to reinforce the always-losing state of the nominal good guys, everything takes a huge amount of time to replace (when they're not made with LostTechnology and thus irreplaceable). MileLongShip in particular take centuries to construct, partially because WeWillUseManualLaborInTheFuture is in full effect (one of the dangers of such ships is running into the inbred cannibalistic tribes descended from the workers who got lost during construction). Forge Worlds are entire planets devoted to producing vast amounts of ordnance, weapons and vehicles, but how fast they do so isn't stated.
17th Feb '17 3:13:05 AM Chabal2
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* Present in every game of the ''VideoGame/CityBuildingSeries''. However, while the buildings are instantly placed, they aren't immediately operational: a walker needs to move past housing in order to recruit workers, and raw materials must be brought in for production to begin.

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* Present in every game of the ''VideoGame/CityBuildingSeries''. However, while the buildings are instantly placed, they aren't immediately operational: a walker needs to move past housing in order to recruit workers, and raw materials must be brought in for production to begin.begin (though industrial buildings don't need to be staffed to receive the materials, storage buildings need to be fully staffed to work, for some reason).



[[folder:Web Comics]]
* In ''Webcomic/{{Erfworld}}'', as part of the general [[RPGMechanicsVerse "world that works by strategy game rules"]] premise, units (including people) pop into existence as adults with basic skills and knowledge already in place. Not to speak of the cities, which build their own facilities, libraries included, the same "day" you pay their cost.

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[[folder:Web Comics]]
[[folder:Tabletop Games]]
* In ''Webcomic/{{Erfworld}}'', Inverted in ''TabletopGame/Warhammer40K'' as part far as the Imperium/Adeptus Mechanicus is concerned: to reinforce the always-losing state of the general [[RPGMechanicsVerse "world that works by strategy game rules"]] premise, units (including people) pop into existence as adults nominal good guys, everything takes a huge amount of time to replace (when they're not made with basic skills LostTechnology and knowledge already thus irreplaceable). MileLongShip in place. Not particular take centuries to speak construct, partially because WeWillUseManualLaborInTheFuture is in full effect (one of the cities, which build their own facilities, libraries included, dangers of such ships is running into the same "day" you pay their cost.inbred cannibalistic tribes descended from the workers who got lost during construction). Forge Worlds are entire planets devoted to producing vast amounts of ordnance, weapons and vehicles, but how fast they do so isn't stated.


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[[folder:Web Comics]]
* In ''Webcomic/{{Erfworld}}'', as part of the general [[RPGMechanicsVerse "world that works by strategy game rules"]] premise, units (including people) pop into existence as adults with basic skills and knowledge already in place. Not to speak of the cities, which build their own facilities, libraries included, the same "day" you pay their cost.
[[/folder]]
17th Feb '17 1:03:54 AM jc3833
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** in ''VideoGame/CommandAndConquerGenerals'' the GLA can have units and tunnels appear in an instant from absolutely nowhere
1st Dec '16 5:37:52 PM Dallenson
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* ''VideoGame/MechWarrior: Living Legends'' has players purchasing their units (be it 'Mechs, vehicles or aerospace) for them to be assembled in a hangar that opens up. It's one of the AcceptableBreaksFromReality due to the fact that these units, especially 'Mechs, take a lot longer to build in the lore of ''TabletopGame/BattleTech'' or it would be a lot faster than flying the units in from offworld sites.
10th Sep '16 7:14:30 AM thatother1dude
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* ''VideoGame/{{Titanfall}}'': The wait times for the eponymous MiniMecha to drop are because they are being ''built'' during the course of the battle, not just transported. Some [[EnemyChatter Grunt dialogue]] [[LampshadeHanging questions how this is possible]].
26th Aug '16 5:23:20 AM SuperFeatherYoshi
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* The ''Videogame/CommandAndConquer'' series made its overcoming of this trope an integral part of the story. Tiberium is the element that allows for 'micro-manufacturing' of all those buildings within about 5 seconds or so, which is why GDI and NOD fight over it so much. The official strategy guide for the original ''Command and Conquer'' not only explains how Tiberium enables quick, automatic building construction, but even goes into how your troops and tanks never run out of ordnance, due to a Tiberium reinforced supply of micro-manufactured warheads. They even go into a long spiel on how Engineers can capture enemy buildings so fast -- they're trained ''so well'' in the use of shaped charges that they could walk straight through a bank vault without changing pace. Further, much of their training is conducted completely blind, and off-color jokes abound about how quickly they can accomplish certain operations in the dark. In the case of NOD, the majority of all vehicles are also bought and flown in via airstrip, eliminating the construction aspect of the necessity to explain why they materialize so quickly, but not how deliveries are so rapid and constantly successful.

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* The ''Videogame/CommandAndConquer'' series made its overcoming of this trope an integral part of the story. Tiberium is the element that allows for 'micro-manufacturing' of all those buildings within about 5 seconds or so, which is why GDI and NOD Nod fight over it so much. The official strategy guide for the original ''Command and Conquer'' not only explains how Tiberium enables quick, automatic building construction, but even goes into how your troops and tanks never run out of ordnance, due to a Tiberium reinforced supply of micro-manufactured warheads. They even go into a long spiel on how Engineers can capture enemy buildings so fast -- they're trained ''so well'' in the use of shaped charges that they could walk straight through a bank vault without changing pace. Further, much of their training is conducted completely blind, and off-color jokes abound about how quickly they can accomplish certain operations in the dark. In the case of NOD, Nod, the majority of all vehicles are also bought and flown in via airstrip, eliminating the construction aspect of the necessity to explain why they materialize so quickly, but not how deliveries are so rapid and constantly successful.
15th Aug '16 1:50:24 PM UmbrellasWereAwesome
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* Justified in ''VideoGame/HaloWars'' as similarly to ''VideoGame/DawnOfWar'' buildings, units, and almost all of your resources are brought down from your ship in orbit, UNSC supply pads periodically show ships landing and off-loading supplies and the construction cinematic for a new base depicts two drop ships dropping the two halves of the base which are then welded together.

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* Justified in ''VideoGame/HaloWars'' ''VideoGame/HaloWars'', as similarly (similarly to ''VideoGame/DawnOfWar'' ''VideoGame/DawnOfWar'') buildings, units, and almost all of your resources are brought down from your ship in orbit, orbit; UNSC supply pads periodically show ships landing and off-loading supplies supplies, and the construction cinematic for a new base depicts two drop ships dropping the two halves of the base which are then welded together.
24th Jul '16 5:47:32 PM nombretomado
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Recent RTS games have [[JustifiedTrope danced around this issue]] by explaining new units as off-map reinforcements, or airborne troops, and/or new structures as "dropped in from orbit". ''CompanyOfHeroes'' is somewhat idiosyncratic in this regard, since many of the units in the game, despite being described as "reinforcements" that the player has to "requisition", magically appear next to the barracks where they were requisitioned, in a manner similar to units in traditional RTS games. However, the player is occasionally able to spend resources to call in off-map reinforcements which roll onto the battlefield from off the edge of the map in a more realistic fashion.

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Recent RTS games have [[JustifiedTrope danced around this issue]] by explaining new units as off-map reinforcements, or airborne troops, and/or new structures as "dropped in from orbit". ''CompanyOfHeroes'' ''VideoGame/CompanyOfHeroes'' is somewhat idiosyncratic in this regard, since many of the units in the game, despite being described as "reinforcements" that the player has to "requisition", magically appear next to the barracks where they were requisitioned, in a manner similar to units in traditional RTS games. However, the player is occasionally able to spend resources to call in off-map reinforcements which roll onto the battlefield from off the edge of the map in a more realistic fashion.
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