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* ConvergingStreamWeapon: A beam weapon specific to the Swarm first fires multiple lasers into a point to gather together into one beam, much like a certain iconic [[Franchise/StarWars space station]].

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* ConvergingStreamWeapon: A The Disruptor Beam, a beam weapon specific to the Swarm Swarm, first fires multiple lasers into a point to gather together into one beam, much like a certain iconic [[Franchise/StarWars space station]].station]]. The Swarm's cruisers all have at least one multi-turret hardpoint (that is, a hardpoint whose equipped weapon module is drawn as multiple turrets on the hull; this effect is purely aesthetic and does not multiply the module's firepower) to facilitate this visual effect; you can also equip Disruptor Beams on hardpoints that don't have this gimmick, but that's not quite as cool since it'll just fire a single beam.



* ThemeNaming: Each faction has ships named after a particular theme. TheFederation's ships are named after terrestrial animals, the Alliance's fleet is named after aquatic and reptilian predators (with their fighters named after arthropods), TheEmpire's ships are named after Ancient Roman military terminology, and the Rebels' ships are named after Norse and Greek mythology. The Tribe draws their names from terms regarding tranquility and transcendence, the Order has names drawn from the Catholic church, and the Swarm is based on ancient Egyptian mythology. Nomad ships have names that sound vaguely Arabic, and the Parasites take names from taxonomic classifications. Outcast ships are named after metallic elements.

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* ThemeNaming: Each faction has ships named after a particular theme. TheFederation's ships are named after terrestrial animals, the Alliance's fleet is named after aquatic and reptilian predators (with their fighters named after arthropods), TheEmpire's ships are named after Ancient Roman military terminology, and the Rebels' ships are named after Norse and Greek mythology. The Tribe draws their names from terms regarding tranquility and transcendence, the Order has names drawn from the Catholic church, and the Swarm is based on ancient Egyptian mythology. Nomad ships have names that sound vaguely Arabic, and the Parasites take names from taxonomic classifications. classifications, and Outcast ships are named after metallic elements.
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* DefeatEqualsExplosion: [[ExplosionsInSpace Starships blowing up]] is obviously part of the appeal, though this actually serves a practical purpose: exploding frigates and cruisers actually deal damage to nearby ships proportional to the exploding ship's power output. Fighters are neither affected by the blast waves nor do they deal damage when blown up, and frigates take half damage from explosion shock waves. Some {{Game Mod}}s take advantage of this mechanic by making powerplant modules with ludicrously high power generation to make ships into [[ActionBomb flying bombs]], which also consume most of the power they generate to keep them balanced as powerplants.


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* ExplosionsInSpace: Played a bit more realistically with a bright flash followed by a cloud of smoke and debris, though any wrecks or debris resulting from the explosion will be [[SpaceIsSlowMotion moving very slowly]] regardless of how fast the ship was going when it exploded. The explosion is also stationary where the ship blew up.

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* CriticalExistenceFailure: Averted. A ship can be reduced to little more than a slowly moving hulk, billowing flames from holes that seem to make up most of the ship, but so long as it doesn't take one more shot and shave off that last point of hull, it won't explode. However, a ship's hull integrity is composed of the collective HP of its modules, and as a result modules can be damaged and destroyed individually, directly reducing a ship's performance in battle as it takes damage. To get to the point of it being a wreck that's one hit away from exploding, it will likely have lost all of its weapons and engines along the way. It's not at all uncommon to see ships turning away and fleeing the battle because all of their weapons got destroyed by enemy fire, even though the ship's hull is otherwise mostly intact.


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* SubsystemDamage: A ship's hull integrity is composed of the collective HP of its modules, and as a result modules can be damaged and destroyed individually, directly reducing a ship's performance in battle as it takes damage. It's not at all uncommon to see ships (particularly frigates and fighters due to their modules having less health) turning away and fleeing the battle because all of their weapons got destroyed by enemy fire, even though the ship's hull is otherwise mostly intact.

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* AntiArmor: Beam lasers and Proton Beams are your best friend when you need to slice through heavy cruiser armor. The latter in particular has the highest armor penetration in the game.



* ArmorIsUseless: Generally averted; you want some armor on your cruisers and frigates to stop them from getting mauled by shield-bypassing fighters, and heavier armor on cruisers, when combined with repair systems, can allow them to shrug off a truly gratuitous amount of fire from almost anything. One may still want to skimp on armor for fighters, however, as even basic ablative armor will add up when the upgrade is being spread across an entire squadron of fighters, and any heavier armor will result in a speed loss and ''decrease'' the fighters' survivability[[labelnote:+]]For example, if you have a basic fighter design that only costs 80 credits per ship, and add a basic ablative armor upgrade, that'll tack on about 30 extra credits to each fighter - now multiply that by 16 fighters in your squadron, and that comes out to 1760 credits for the whole squadron, as opposed to 1280 for the unarmored squadron.[[/labelnote]] This is ''especially'' important in the campaign.

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* ArmorIsUseless: Generally averted; you want some armor on your cruisers and frigates to stop them from getting mauled by shield-bypassing fighters, and heavier armor on cruisers, when combined with repair systems, can allow them to shrug off a truly gratuitous amount of fire from almost anything. One may still want to skimp on armor for fighters, however, as even basic ablative armor will add up when the upgrade is being spread across an entire squadron of fighters, and any heavier armor will result in a speed loss and ''decrease'' the fighters' survivability[[labelnote:+]]For survivability.[[labelnote:+]]For example, if you have a basic fighter design that only costs 80 credits per ship, and add a basic ablative armor upgrade, that'll tack on about 30 extra credits to each fighter - now multiply that by 16 fighters in your squadron, and that comes out to 1760 credits for the whole squadron, as opposed to 1280 for the unarmored squadron.[[/labelnote]] This is ''especially'' important in the campaign. That being said, if you can slap armor on your fighters while keeping them above a certain speed, the armored fighters do have a better matchup against unarmored ones (since the armor makes it harder to disable their weaponry and sponges a few extra hits), which can be a deciding factor in fighter-heavy scenarios and challenges.



* FantasticRacism: Everyone toward everyone. Special mention goes to the Alliance, who hate anyone with less than six legs and an endoskeleton. The Outcasts actually got their name after a thousand years of violent conflict between the cybernetic half of their species and the baseline organic half. It only ended when the cybernetic half nuked the rest from orbit and then set out to rid the galaxy of other baseline organic life.

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* FantasticRacism: Everyone toward everyone.everyone else. Special mention goes to the Alliance, who hate anyone with less than six legs and an endoskeleton. The Outcasts actually got their name after a thousand years of violent conflict between the cybernetic half of their species and the baseline organic half. It only ended when the cybernetic half nuked the rest from orbit and then set out to rid the galaxy of other baseline organic life.



* GlassCannon: Most frigates can be this way; even their most powerful shields can be swatted down fast by most cruisers, and they get absolutely torn apart by fighter swarms. On the other hand, they can do a ''ton'' of damage at low cost, they move fast for their size, and only frigates can mount ion cannons, EMP rockets, disruptor bombs, and anti-fighter missiles.

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* GlassCannon: Most frigates can be this way; even their most powerful shields can be swatted down fast by most cruisers, and they get absolutely torn apart by fighter swarms. On the other hand, they can do a ''ton'' of damage at low cost, they move fast for their size, and only frigates can mount ion cannons, EMP rockets, disruptor bombs, and anti-fighter missiles. Outcast frigates deserve special mention on this front, as they have a number of race-exclusive modules allowing them to tear enemies to pieces [[LongRangeFighter from well outside most other weapons' effective range]] or shut down enemy fighters in droves, but are still about as durable as a normal frigate (in other words, not very).



** The Alliance's ships all have bonuses to armor and few hardpoints, making them great at soaking damage but slower to dish it out. It's very possible to build an Alliance fleet with enough armor on each ship to shrug off most weapons that aren't beam lasers.

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** The Alliance's ships all have bonuses to armor and few hardpoints, hardpoints (barring the Python), making them great at soaking damage but slower to dish it out. It's very possible to build an Alliance fleet with enough armor on each ship to shrug off most weapons that aren't beam lasers.



* TacticalRockPaperScissors: A fairly complex one, as nearly every combination of weapons/ships/modules has a counter. Missile-heavy fleet? Slap on some guidance scramblers, point-defense, or a bunch of fighters. Frigate-heavy fleet that's using cruisers as screens? Gratuitously-fast rocket fighters are your friends. Having trouble closing with that plasma/beam fleet before they rip your ships to shreds? Time load up on [=EMP=]s. Enemy using an annoying amount of [=EMP=]s on ''you''? That's why they made EMP shields. Coming up with the right balance of firepower, ship types, and defenses to beat your opponent's fleet is at the core of this game's challenge.

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* TacticalRockPaperScissors: A fairly complex one, as nearly every combination of weapons/ships/modules has a counter. Missile-heavy fleet? Slap on some guidance scramblers, point-defense, or a bunch of fighters. Frigate-heavy fleet that's using cruisers as screens? Gratuitously-fast rocket fighters are your friends. Having trouble closing with that plasma/beam fleet before they rip your ships to shreds? Time to load up on [=EMP=]s. Enemy using an annoying amount of [=EMP=]s on ''you''? That's why they made EMP shields. Coming up with the right balance of firepower, ship types, and defenses to beat your opponent's fleet is at the core of this game's challenge.



* TractorBeam: Frigates and Battleships can be mounted with (blue) Tractor Beams, slowing the pesky-deadly fighters down to the point where slow tracking beams and missiles can kill them.

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* TractorBeam: Frigates and Battleships can be mounted with (blue) Tractor Beams, slowing the pesky-deadly fighters down to the point where slow tracking beams and missiles can kill them. The Outcasts have a multi-targeted version for their frigates to trap multiple fighters at a time.
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Up to Eleven is now defunct


** The latest faction mod, [[https://www.moddb.com/mods/deadblots-trifecta Deadblot's Trifecta]], adds three factions with each of them having a capital ship that takes CDM UpToEleven by making them so large that it only can be used in some larger maps, as well as including a few powerful weapons that have damage level of three to four digits.

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** The latest faction mod, [[https://www.moddb.com/mods/deadblots-trifecta Deadblot's Trifecta]], adds three factions with each of them having a capital ship that takes CDM UpToEleven up to eleven by making them so large that it only can be used in some larger maps, as well as including a few powerful weapons that have damage level of three to four digits.
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* GameMod: For a small game, the mods can be very numerous, however, many of them are permanently lost when the game forum posts that host the download links were taken down (the direct download still works though; that's how some forum-specific mods are saved).
** The Classic Dreadnaughts Mod adds a Dreadnaught Class to the four vanilla core factions [[spoiler: (actually just three; The Rebels' Dreadnaught is more of a super-heavy cruiser)]], including a new generator and engine type for dreadnaughts.
** Mod DB has a ton of these, simply go to Mod DB's GDB Page and you can find many fanmade factions, mostly with original ship design and some new modules. Suggestions include Uni-T, Praetorian Industries, The Ghosts and etc. If you play as any three of these, you may encounter not just more powerful weapons, but you will also have access to even more exotic ship types like dreadnaughts, "corvette fighters", space turret emplacements, and even gigantic space stations.
** Not to mention there is the addition of ''Franchise/StarWars'', ''Series/Babylon5'' and ''Franchise/MassEffect'' ships too [[spoiler: (the ''Franchise/StarTrek'' one is unfortunately lost forever)]].
** The latest faction mod, [[https://www.moddb.com/mods/deadblots-trifecta Deadblot's Trifecta]], adds three factions with each of them having a capital ship that takes CDM UpToEleven by making them so large that it only can be used in some larger maps, as well as including a few powerful weapons that have damage level of three to four digits.
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* 2DSpace: A given considering the top-down perspective. You can even notice that in both the deployment screen and in combat, frigates and cruisers cannot fully overlap one another (under normal circumstances). Fighters seem to be exempt from this, though, as they can fly over other ships and fighters with no problems.

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* 2DSpace: TwoDSpace: A given considering the top-down perspective. You can even notice that in both the deployment screen and in combat, frigates and cruisers cannot fully overlap one another (under normal circumstances). Fighters seem to be exempt from this, though, as they can fly over other ships and fighters with no problems.



* {{Roboteching}}: A mass of missiles can fly off at angles to the target and then all converge on the vessel at the last moment.

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* {{Roboteching}}: A mass of Downplayed as missiles can fly off at angles that get dodged don't usually turn well enough to the target and then all converge hit sufficiently fast targets. Played straight by Anti-Fighter Missiles mounted on frigates which, as their name suggest, are built for taking on the vessel at the last moment.fast and agile fighters and as such can take much sharper turns than most missiles.

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* 2DSpace: A given considering the top-down perspective. You can even notice that in both the deployment screen and in combat, frigates and cruisers cannot fully overlap one another (under normal circumstances). Fighters seem to be exempt from this, though, as they can fly over other ships and fighters with no problems.



* ArtificialStupidity: Ships and fighters generally target the closest enemy ship unless given specific orders otherwise. This has resulted in the use of "tank cruiser" strategies where one of more cruisers are positioned ahead of the fleet, using [[SuperToughness massive amounts of armor, shields, and repair systems]] to [[DrawAggro soak up fire while allowing the rest of the fleet to fire around it]]. This can be particularly devastating against fighter-oriented fleets, as the entire fighter force will try to swam the shielding ship and get ripped apart by the rest of the fleet. Any fleet not specifically oriented toward destroying the "tank cruisers" quickly will be torn apart.

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* ArtificialStupidity: ArtificialStupidity:
**
Ships and fighters generally target the closest enemy ship unless given specific orders otherwise. This has resulted in the use of "tank cruiser" strategies where one of more cruisers are positioned ahead of the fleet, using [[SuperToughness massive amounts of armor, shields, and repair systems]] to [[DrawAggro soak up fire while allowing the rest of the fleet to fire around it]]. This can be particularly devastating against fighter-oriented fleets, as the entire fighter force will try to swam the shielding ship and get ripped apart by the rest of the fleet. Any fleet not specifically oriented toward destroying the "tank cruisers" quickly will be torn apart.apart.
** As for the "specific orders" part, ships can be ordered to prioritize certain types of ships and attack them from a certain range. However, no matter how low you set the priority for attacking a certain kind of ship, as long as you have that order on a ship, they ''will'' go after it if there's nothing else in range at the moment. This means that a cruiser with 1% priority on "Attack Fighter" and 100% priority on "Attack Cruiser" will, when given a choice between a fighter squadron in range and a cruiser far away, opt to chase the fighters until it wanders within range of the enemy cruiser. They will also follow the "from a certain range" part to the letter, stopping at that range to engage the enemy even if their weaponry's range is longer or shorter than that. This is the primary reason why using the default orders for any given ship is very seldom a good idea.
** Ships are not smart enough to understand what weapons are useful against what kinds of enemies, meaning that cruisers can and often will waste copious amounts of missile/laser fire on enemy fighters despite having no real chance of hitting them.



* CriticalExistenceFailure: Zigzagged. On the one hand, a ship can be reduced to little more than a slowly moving hulk, billowing flames from holes that seem to make up most of the ship, but so long as it doesn't take one more shot and shave off that last point of hull, it won't explode. On the other hand, a ship's hull integrity is composed of the collective HP of its modules, and as a result modules can be damaged and destroyed individually, directly reducing a ship's performance in battle as it takes damage.

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* CriticalExistenceFailure: Zigzagged. On the one hand, a Averted. A ship can be reduced to little more than a slowly moving hulk, billowing flames from holes that seem to make up most of the ship, but so long as it doesn't take one more shot and shave off that last point of hull, it won't explode. On the other hand, However, a ship's hull integrity is composed of the collective HP of its modules, and as a result modules can be damaged and destroyed individually, directly reducing a ship's performance in battle as it takes damage.damage. To get to the point of it being a wreck that's one hit away from exploding, it will likely have lost all of its weapons and engines along the way. It's not at all uncommon to see ships turning away and fleeing the battle because all of their weapons got destroyed by enemy fire, even though the ship's hull is otherwise mostly intact.
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* CriticalExistenceFailure: A ship can be reduced to little more than a slowly moving hulk, billowing flames from holes that seem to make up most of the ship, but so long as it doesn't take one more shot and shave off that last point of hull, it won't explode.

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* CriticalExistenceFailure: A Zigzagged. On the one hand, a ship can be reduced to little more than a slowly moving hulk, billowing flames from holes that seem to make up most of the ship, but so long as it doesn't take one more shot and shave off that last point of hull, it won't explode. On the other hand, a ship's hull integrity is composed of the collective HP of its modules, and as a result modules can be damaged and destroyed individually, directly reducing a ship's performance in battle as it takes damage.

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** One of the most potent weapons in the game is the humble but efficient cruiser laser turret. Few weapons in the game can match its damage output, ability to penetrate shields and armor (by DeathOfAThousandCuts), and especially its fire rate. Its only weakness is slow tracking speed (making it poor against fighters and fast frigates) and relatively short range. Its not a huge glowey death beam and doesn't have the impressive visual ''smack-boom'' of a detonating plasma torpedo, and you're not going to see a hojillion glowing contrails of outgoing missiles, but ''nothing'' tears apart cruisers and frigates more efficiently. Of course, you get enough cruisers pouring on the laser bolts, and you ''do'' get [[BeamSpam another breed of visual awesome....]]

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** One of the most potent weapons in the game is the humble but efficient cruiser laser turret. Few weapons in the game can match its damage output, ability to penetrate shields and armor (by DeathOfAThousandCuts), and especially its fire rate. Its only weakness is slow tracking speed (making it poor against fighters and fast frigates) and relatively short range.having one of the shortest ranges in the game. Its not a huge glowey death beam and doesn't have the impressive visual ''smack-boom'' of a detonating plasma torpedo, and you're not going to see a hojillion glowing contrails of outgoing missiles, but ''nothing'' tears apart cruisers and frigates more efficiently. Of course, you get enough cruisers pouring on the laser bolts, and you ''do'' get [[BeamSpam another breed of visual awesome....]]



** Out of the five or so weapons available to your fighters, the one you'll likely be using most often is the humble fighter laser for being useful against nearly everything. It's one of the best things in the game for [[OldSchoolDogfight taking on enemy fighters]], it can attack cruisers and some frigates by being short-ranged enough to hit them from inside their shields, and it compensates for its low armor penetration by [[DeathOfAThousandCuts shooting a lot and racking up lots of lucky hits on the way]]. The game puts it best: "It's a clichéd weapon purely because it's so effective."



* DiminishingReturnsForBalance: Certain modules, like armor, shields, and engines, have diminishing effectiveness if you equip multiple of them on a single ship, putting a limit on the amount of them you can easily use. Armor also doubles down on this by having diminishing resistance based on the number of modules you have on your ship, so if you want armor that reflects most weapons, you will inevitably have to cut down on everything else.



* {{EMP}}: Available in two flavors: beam cannons mounted on cruisers, and missile launchers mounted on frigates. EMP weapons do no damage, but instead can disable the target's weapons and certain other subsystems.



* JackOfAllStats: The Federation is a middle-ground faction with small bonuses to many stats and no penalties. This makes them a good all-around faction to start off with, and flexible enough to run with many strategies and configurations.

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* JackOfAllStats: The Federation is a middle-ground faction with small bonuses to many stats (often hull integrity) and no penalties. This makes them a good all-around faction to start off with, and flexible enough to run with many strategies and configurations.



** TheEmpire specializes in this; they even get a special frigate hull named the "Weapons Platform" that has minimal modules but eight hardpoints (by comparison, that's more than many ''cruisers'' get), and is designed to either have little to no engine capability....but with the sheer number of hardpoints and low cost, the platform is able to inflict a ridiculous amount of damage-per-cost.

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** TheEmpire specializes in this; their ships aren't generally built for speed and are expensive to fully kit out, but they boast lots of subsystems and bonuses to shields (aside from their fighters, which are cheap, throwaway CannonFodder). They even get a special frigate hull named the "Weapons Platform" that has minimal modules but eight hardpoints (by comparison, that's more than many ''cruisers'' get), and is designed to either have little to no engine capability....but with the sheer number of hardpoints and low cost, the platform is able to inflict a ridiculous amount of damage-per-cost.



* PlasmaCannon: A weapon available to cruisers and frigates, firing long-ranged blobs of plasma. While they're not as good at tracking targets as missiles nor as good at armor-busting as lasers, they're decent at melting through shields and armor alike.

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* PlasmaCannon: A weapon available to cruisers and frigates, firing long-ranged blobs of plasma. While they're not as good at tracking hitting targets or as long-ranged as missiles nor as good at armor-busting as lasers, they're decent at melting through shields and armor alike.alike and are the longest-ranged cruiser weapons that ignore point defense.

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** About the sole exception is the Nomads, who don't hate everyone else, they're just (literally) killing time until they finally find a planet they'd like to settle down on.

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** About the sole exception is exceptions are the Nomads, who don't hate everyone else, they're just (literally) killing time until they finally find a planet they'd like to settle down on.on, and the Federation, who shoot people that owe them money and/or because they're paid/sponsored to.



* MoreDakka: Ships can mount rapid-fire weapons, including cruiser lasers and quicker-firing plasma weapons. Frigates can load up on rapid-fire ion cannons to chew up shields. Fighters can mount faster-firing pulse lasers, and there's a mod to add a "fighter gatling gun" that amplifies the fighter fire rate to insane degrees.

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* MoreDakka: Ships can mount rapid-fire weapons, including cruiser lasers and quicker-firing plasma weapons. Special mention to the Tribe's autocannons, which are designed to spray enemies with lead at point-blank range. Frigates can load up on rapid-fire ion cannons or phasers to chew up shields. Fighters can mount faster-firing pulse lasers, and there's a mod to add a "fighter gatling gun" that amplifies the fighter fire rate to insane degrees.



* StoneWall: Strategy du jure of the Tribe, who have a race wide penalty to shields and armor but ''double'' the hull points of other races and a race-exclusive repair module that works better than everyone else's. Tribe ships will spend more or less the whole battle with flames pouring out of them, but rarely actually detonating.

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* StoneWall: Strategy du jure StoneWall:
** The standard MO
of the Tribe, who have a race wide penalty to shields and armor but ''double'' the hull points of other races and a race-exclusive repair module that works better than everyone else's. Tribe ships will spend more or less the whole battle with flames pouring out of them, but rarely actually detonating.detonating.
** The Alliance's ships all have bonuses to armor and few hardpoints, making them great at soaking damage but slower to dish it out. It's very possible to build an Alliance fleet with enough armor on each ship to shrug off most weapons that aren't beam lasers.



* TacticalRockPaperScissors: A fairly complex one, as nearly every combination of weapons/ships/modules has a counter. Missile-heavy fleet? Slap on some guidance scamblers, point-defense, or a bunch of fighters. Frigate-heavy fleet that's using cruisers as screens? Gratuitously-fast rocket fighters are your friends. Having trouble closing with that plasma/beam fleet before they rip your ships to shreds? Time load up on [=EMP=]s. Enemy using an annoying amount of [=EMP=]s on ''you''? That's why they made EMP shields. Coming up with the right balance of firepower, ship types, and defenses to beat your opponent's fleet is at the core of this game's challenge.

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* TacticalRockPaperScissors: A fairly complex one, as nearly every combination of weapons/ships/modules has a counter. Missile-heavy fleet? Slap on some guidance scamblers, scramblers, point-defense, or a bunch of fighters. Frigate-heavy fleet that's using cruisers as screens? Gratuitously-fast rocket fighters are your friends. Having trouble closing with that plasma/beam fleet before they rip your ships to shreds? Time load up on [=EMP=]s. Enemy using an annoying amount of [=EMP=]s on ''you''? That's why they made EMP shields. Coming up with the right balance of firepower, ship types, and defenses to beat your opponent's fleet is at the core of this game's challenge.



* {{Tractor Beam}}s: Frigates and Battleships can be mounted with (blue) Tractor Beams, slowing the pesky-deadly fighters down to the point where slow tracking beams and missiles can kill them.

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* {{Tractor Beam}}s: TractorBeam: Frigates and Battleships can be mounted with (blue) Tractor Beams, slowing the pesky-deadly fighters down to the point where slow tracking beams and missiles can kill them.



--> '''Rebels:''' The rebel creed is to reward success rather than punish failure. We will leave that to you. [[LeaveBehindAPistol Here is a laser pistol with one charge. Try not to make it too messy.]]\\

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--> '''Rebels:''' The rebel creed is to reward success rather than punish failure. We will leave that to you. [[LeaveBehindAPistol Here is a laser pistol with one charge. Try not to Don't make it too messy.]]\\
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* PlasmaCannon: A weapon available to cruisers and frigates, firing long-ranged blobs of plasma. While they're not as good at tracking targets as missiles nor as good at armor-busting as lasers, they're decent at melting through shields and armor alike.
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** The Swarm. While their ships have less survivability than other factions, having cheaper hulls means they can field more ships - and, by extension, put more weaponry on the board.


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* {{Hologram}}: One of the Outcasts' race-exclusive modules projects a hologram of the host ship to divert enemy fire away from the original.
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* RegeneratingShieldsStaticHealth: Shields regenerate over time even in combat as long as they aren't knocked out completely, while hull integrity and damaged armor can't be restored except through a repair module.

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* ArmorIsUseless: Generally averted; you want some armor on your cruisers and frigates to stop them from getting mauled by shield-bypassing fighters, and heavier armor on cruisers, when combined with repair systems, can allow them to shrug off a truly [[IncrediblyLamePun gratuitous]] amount of fire from almost anything. One may still want to skimp on armor for fighters, however, as even basic ablative armor will add up when the upgrade is being spread across an entire squadron of fighters, and any heavier armor will result in a speed loss and ''decrease'' the fighters' survivability[[labelnote:+]]For example, if you have a basic fighter design that only costs 80 credits per ship, and add a basic ablative armor upgrade, that'll tack on about 30 extra credits to each fighter - now multiply that by 16 fighters in your squadron, and that comes out to 1760 credits for the whole squadron, as opposed to 1280 for the unarmored squadron.[[/labelnote]] This is ''especially'' important in the campaign.

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* ArmorIsUseless: Generally averted; you want some armor on your cruisers and frigates to stop them from getting mauled by shield-bypassing fighters, and heavier armor on cruisers, when combined with repair systems, can allow them to shrug off a truly [[IncrediblyLamePun gratuitous]] gratuitous amount of fire from almost anything. One may still want to skimp on armor for fighters, however, as even basic ablative armor will add up when the upgrade is being spread across an entire squadron of fighters, and any heavier armor will result in a speed loss and ''decrease'' the fighters' survivability[[labelnote:+]]For example, if you have a basic fighter design that only costs 80 credits per ship, and add a basic ablative armor upgrade, that'll tack on about 30 extra credits to each fighter - now multiply that by 16 fighters in your squadron, and that comes out to 1760 credits for the whole squadron, as opposed to 1280 for the unarmored squadron.[[/labelnote]] This is ''especially'' important in the campaign.


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* CoolStarship: So very many of them, and customizable to your heart's content no less. You're bound to be in awe of at least one faction's ship designs.


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* EgocentricallyReligious: The Order operates on the basis that their one true god created all of existence for them alone, and that the bounty of the universe is theirs to reap. But when they encountered other species, they found that their texts mentioned nothing about their god creating races other than them, so the Order came to the conclusion that they were created as target practice. Whether it's a case of them being nutcases following a religion that could otherwise be decent, or whether it was a ScaryAmoralReligion from the start, isn't made entirely clear.

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* AtomicHate: The Order's faction-exclusive weapons are nuclear missiles and radiation cannons that fire blobs of radioactive material. These irradiate enemy ships that they hit, dealing damage over time at the cost of having low impact damage.



* BeamSpam: Cruiser Lasers, frigate weaponry like the Ion Cannon and Phaser Cannon, and just deploying lots of laser-equipped fighters all have this effect: bringing down enemies with lots and lots of SlowLaser fire. The Nomads also boast a race-exclusive beam laser that fires volleys of beams at a time. Equip lots of them (and some regular beam lasers) to your fleet, and watch as the battlefield gets sparkly very quickly.



* BigEater: From what can be gleaned from the game itself, the Parasites really love to eat, and their entire reason for fighting is to find a tastier host species. All of their victory quotes involve food, and even their randomly-generated ship names all have something to do with food.



** Armor plating. No shiny shields surrounding your warship, but the armor will deflect most fighter-mounted and other low-powered weapons and can save a cruiser that would be otherwise gutted by heavy weapons.

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** Armor plating. No shiny shields surrounding your warship, but the armor will deflect most fighter-mounted and other low-powered weapons and can save a cruiser that would be otherwise gutted by heavy weapons. However, armor is heavy and expensive, so [[DiminishingReturnsForBalance equipping too much of it can reduce your fleet's efficiency and leave them vulnerable to being gutted by beam lasers]].



* ConvergingStreamWeapon: A beam weapon specific to the Swarm first fires multiple lasers into a point to gather together into one beam, much like a certain iconic [[Franchise/StarWars space station]].



* DeathInAllDirections: Entirely possible, depending on your ships' loadouts.
** AtomicHate for the Order and their nuclear misslies and cannons that fire blobs of radioactive material.
%%** BeamSpam
** ChargedAttack although it's entirely visual, a beam weapon specific to the Swarm first fires multiple lasers into a point to gather together into one beam; much like a certain iconic [[Franchise/StarWars space station]].
** KineticWeaponsAreJustBetter for the Tribe and their close range autocannons.
** MacrossMissileMassacre. Most launchers have one explosive round and three decoys. Only the multiple missile launcher has four real missiles.
** MoreDakka for the Nomads with a beam weapon much like the one mentioned in BoringButPractical, but with a much faster firing rate.
** ShockAndAwe can apply to the Alliance, since they have a weapon specific to their faction that fires a huge bolt of electricity.



* TheEmpire: Ancient, oppressive, and ruled by a thousand-year old Emperor who is officially "under the weather."
** [[TabletopGame/{{Warhammer 40000}} Why does that sound so familiar?]]

to:

* TheEmpire: Ancient, oppressive, and ruled by a thousand-year old Emperor who is officially "under the weather."
**
" [[TabletopGame/{{Warhammer 40000}} Why does that sound so familiar?]]



* HopelessWar: For just about everyone. The Rebels are locked in a permenant struggle with the Empire for freedom, and with everyone else for simple survival. The Empire is bent on conquering the galaxy, the Alliance and the Order are on genocidal rampages to wipe out everyone else, the Swarm are just doing what they've been doing for eons since, and the Tribe are killing everyone because they've realized the only way the galaxy will be at peace is if everyone else is dead, the Parasites need new hosts, the Outcasts have a boiling hatred for organic life, and the Nomads are killing everyone because, well, they're bored. And ''everyone'' owes the Federation money, and they're coming to collect.

to:

* HopelessWar: For just about everyone. The Rebels are locked in a permenant permanent struggle with the Empire for freedom, and with everyone else for simple survival. The Empire is bent on conquering the galaxy, the Alliance and the Order are on genocidal rampages to wipe out everyone else, the Swarm are just doing what they've been doing for eons since, and the Tribe are killing everyone because they've realized the only way the galaxy will be at peace is if everyone else is dead, the Parasites need new hosts, the Outcasts have a boiling hatred for organic life, and the Nomads are killing everyone because, well, they're bored. And ''everyone'' owes the Federation money, and they're coming to collect.


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* KineticWeaponsAreJustBetter: The Tribe has access to close range autocannons, [[MoreDakka which deal low damage but come with blistering fire rates]].
* LightningGun: The Alliance have a weapon specific to their faction that fires a huge bolt of electricity. Extremely short-ranged, but great at shorting out the enemy's shields.


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* MacrossMissileMassacre: Because point-defense systems and guidance scramblers exist to stop missiles, the generally accepted response is "more missiles". As they tear through shields and have the longest range of any weapon in the game, it often takes a specially designed fleet to take down a fleet armed to the teeth with missile launchers (particularly Multi-Warhead Missiles, which have even longer range than most other missile variants and shoot multiple projectiles at a time).


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* RecursiveAmmo: When missiles approach their target, several decoy projectiles will split off from the main missile to throw off enemy point-defense. The Multi-Warhead Missile, as its name suggests, is unique in that the missile splits into multiple damaging projectiles and a decoy or two.
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Dewicking per TRS.


* YouHaveFailedMe: Some defeat quotes have shades of this toward the player. [[NotSoDifferent The Rebels and Empire, curiously, tend to have this in common.]]

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* YouHaveFailedMe: Some defeat quotes have shades of this toward the player. [[NotSoDifferent [[MirroringFactions The Rebels and Empire, curiously, tend to have this in common.]]

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* ColorCodedForYourConvenience: Each faction has a design/color combination to make them highly distinctive, save the Alliance and Nomads, who lack a uniform color scheme but still follow a distinct design pattern.

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* ColorCodedArmies: The game has an option to tint allied ships green and enemy ships red, [[MirrorMatch which is very helpful when you're fighting against your own faction]]. Additionally, allied ships are marked white on the minimap while enemies are blue.
* ColorCodedForYourConvenience: Each faction has a design/color combination to make them highly distinctive, save the Alliance and Nomads, who lack a uniform color scheme but still follow a distinct design pattern. Factions also have color-coded shields.

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* FragileSpeedster: The Swarm have a faction-wide 15% speed boost, but have 5% penalties to shields, armor and hull integrity, making their ships this. Finally, many frigates and all fighters are like this in general, being fast but frail; fighters generally use their speed ''as'' their defense method though, while frigates... don't.

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* FragileSpeedster: The Swarm have a faction-wide 15% speed boost, but have 5% penalties to shields, armor and hull integrity, making their ships this. Finally, many frigates and all fighters are like this in general, being fast but frail; fighters generally use their speed ''as'' their defense method though, while frigates... don't. That being said, it is absolutely still possible to design frigates fast enough that cruiser weapons can't easily hit them without tractor beams.



* HordeOfAlienLocusts: The Swarm are a nomadic species of birdlike creatures who have apparently spent countless eons roaming the galaxy, doing nothing but conquering civilizations and destroying everything in their wake. And there are a ''lot'' of them. Ironically, the Alliance - the race most likely to contain actual alien locusts - doesn't quite fall under this category.

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* HordeOfAlienLocusts: TheHorde: The Swarm are a nomadic species of birdlike creatures who have apparently spent countless eons roaming the galaxy, doing nothing but conquering civilizations and destroying everything in their wake. And there are a ''lot'' of them. Ironically, the Alliance - the race most likely to contain actual alien locusts - doesn't quite fall under this category.



* PrivateMilitaryContractors: The Federation's fleet is made up of mercenaries who enforce the merchant association's contracts, and individual ship captains are billed for ammunition and paid by the kill.
* ProudWarriorRaceGuy: '''Everyone'''. Even the Federation's mercenary troops are extensively trained, highly-motivated, and willing to give their lives for their contracts.



* PrivateMilitaryContractors: The Federation's fleet is made up of mercenaries who enforce the merchant association's contracts, and individual ship captains are billed for ammunition and paid by the kill.
* ProudWarriorRaceGuy: '''Everyone'''. Even the Federation's mercenary troops are extensively trained, highly-motivated, and willing to give their lives for their contracts.



* StealthInSpace: With no explanation given or [[RuleOfFun needed]].

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* StealthInSpace: With no explanation given or [[RuleOfFun needed]]. A module allows your cruisers to cloak and hide, though they can't fire their weapons while stealthed.


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* YouHaveFailedMe: Some defeat quotes have shades of this toward the player. [[NotSoDifferent The Rebels and Empire, curiously, tend to have this in common.]]
--> '''Rebels:''' The rebel creed is to reward success rather than punish failure. We will leave that to you. [[LeaveBehindAPistol Here is a laser pistol with one charge. Try not to make it too messy.]]\\
'''Empire:''' Disaster, we are defeated and the name of the emperor is besmirched. This is a disaster. Also, you will be executed immediately.

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* AffectionateParody

to:

* AffectionateParodyAffectionateParody: The game in a nutshell is taking those alien races you've seen a dozen times before in other sci-fi stories, distilling them down to their basic essence, and making them blast the crap out of each other.



** Many races have a Cruiser hull specialized to this end, such as the Federation's Panther or the Tribe's Utopia. They will feature a higher number of weapon hardpoints in exchange for much fewer subsystems, which will be almost entirely focused on meeting the huge power and crew demands for their vast weapon arrays.

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** Many races have a Cruiser hull specialized to this end, such as the Federation's Panther or the Tribe's Utopia. They will feature a higher number of weapon hardpoints in exchange for much fewer subsystems, which will be almost entirely focused on meeting the huge power and crew demands for their vast weapon arrays. Downplayed in that hardpoints can also be used to mount non-weapon subsystems, allowing you to use them for things other than gratuitous amounts of weaponry.



* TheHorde: The Swarm are a nomadic species of birdlike creatures who have apparently spent countless eons roaming the galaxy, doing nothing but conquering civilizations. And there are a ''lot'' of them.

to:

* TheHorde: HordeOfAlienLocusts: The Swarm are a nomadic species of birdlike creatures who have apparently spent countless eons roaming the galaxy, doing nothing but conquering civilizations.civilizations and destroying everything in their wake. And there are a ''lot'' of them. Ironically, the Alliance - the race most likely to contain actual alien locusts - doesn't quite fall under this category.




* MartialPacifist: The Tribe really, honestly would like the universe to be at peace and have no one be harshing anyone else's mellow, it's just that they've come to the conclusion peace can only be achieved by killing the living daylights out of everyone else.

to:

\n* MartialPacifist: The Tribe really, honestly would like the universe to be at peace and have no one be harshing anyone else's mellow, [[WellIntentionedExtremist it's just that they've come to the conclusion peace can only be achieved by killing the living daylights out of everyone else.]]



* SpaceFighter: A strong fighter fleet can be a game-winner. Each fighter only has handful of slots and a tiny powerplant, often having to do without shields or armour. However, you can have ''lots'' of them: even mighty battleships can be worn down by a ravening horde of fighters.

to:

* SpaceFighter: A strong fighter fleet can be a game-winner. Each fighter only has handful of slots and a tiny powerplant, often having to do without shields or armour. However, you can have ''lots'' of them: them, and they can easily be made too fast for most non-fighter ships to actually hit; even mighty battleships can be worn down by a ravening horde of fighters.fighters, especially if they decided to skimp on armor.



* StoneWall: Strategy du jure of the Tribe, who have a race wide penalty to shields and armor but ''double'' the hull points of other races. Tribe ships will spend more or less the whole battle with flames pouring out of them, but rarely actually detonating.

to:

* StoneWall: Strategy du jure of the Tribe, who have a race wide penalty to shields and armor but ''double'' the hull points of other races.races and a race-exclusive repair module that works better than everyone else's. Tribe ships will spend more or less the whole battle with flames pouring out of them, but rarely actually detonating.

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* AmbiguouslyHuman: The Federation is the first race you get to play as, has the standard blue color scheme associated with humanity and, color aside, fits the ISOStandardHumanSpaceship design pretty well. But they're never explicitly named as humans. No one is, for that matter.

to:

* AmbiguouslyHuman: The Federation is the first race you get to play as, has the standard blue color scheme associated with humanity and, color aside, fits the ISOStandardHumanSpaceship design pretty well.well, and their names in the fighters' radio chatter are among the more mundane-sounding. But they're never explicitly named as humans. No one is, for that matter.matter.
* ArbitraryHeadcountLimit: Manifested in-game as a number of pilots available, with each individual ship you deploy - be it a cruiser or a fighter - requiring 1 pilot.



** AtomicHate for the Order and their nuclear missles and cannons that fire blobs of radioactive material.

to:

** AtomicHate for the Order and their nuclear missles misslies and cannons that fire blobs of radioactive material.



* DamageIsFire: Damaged or destroyed modules on a ship will be presented as being glowing, burning pits in the hull of the ship in question. Realistically, the flames aren't very intense, and instead glow with radiated heat.

to:

* DamageIsFire: Damaged or destroyed modules on a ship will be presented as being glowing, burning pits in the hull of the ship in question. Realistically, the flames aren't very intense, and instead glow with radiated heat. Damage to ship hulls is also depicted as fire, though it's not always proportional to the actual damage inflicted.



%% * DesignItYourselfEquipment

to:

%% * DesignItYourselfEquipmentDesignItYourselfEquipment: You get to design the loadouts of every ship type you deploy. Part of the game's challenge is finding the right loadouts to make a formidable fleet.



* ScaryDogmaticAliens: Pretty much everybody. Special mention goes to the Order for being pitch-perfect homicidal alien fundamentalists, the Empire for being textbook alien conquerors, and the Alliance and Outcasts for being driven by FantasticRacism against non-insectoids and organic beings respectively. Even the Rebels have a bit of a [[DirtyCommunists communistic]] bent to them, particularly in their end-of-battle quotes.



* ThemeNaming: Each faction has ships named after a particular theme. TheFederation's ships are named after terrestrial animals, the Alliance's fleet is named after aquatic predators, TheEmpire's ships are named after Ancient Roman military terminology, and the Rebels' ships are named after Norse mythology. The Tribe draws their names from terms regarding tranquility and transcendence, the Order has names drawn from the Catholic church, and the Swarm is based on ancient Egyptian mythology. Nomad ships have names that sound vaguely Arabic, and the Parasites take names from taxonomic classifications. Outcast ships are named after metallic elements.

to:

* ThemeNaming: Each faction has ships named after a particular theme. TheFederation's ships are named after terrestrial animals, the Alliance's fleet is named after aquatic predators, and reptilian predators (with their fighters named after arthropods), TheEmpire's ships are named after Ancient Roman military terminology, and the Rebels' ships are named after Norse and Greek mythology. The Tribe draws their names from terms regarding tranquility and transcendence, the Order has names drawn from the Catholic church, and the Swarm is based on ancient Egyptian mythology. Nomad ships have names that sound vaguely Arabic, and the Parasites take names from taxonomic classifications. Outcast ships are named after metallic elements.
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** The Rebels have arrow-like, boxy gunmetal-gray ships, also somewhat reminiscent of ''their'' [[StarWars namesake]].

to:

** The Rebels have arrow-like, boxy gunmetal-gray ships, also somewhat reminiscent of ''their'' [[StarWars [[Franchise/StarWars namesake]].



** BeamSpam
** ChargedAttack although it's entirely visual, a beam weapon specific to the Swarm first fires multiple lasers into a point to gather together into one beam; much like a certain iconic [[strike:moon]] [[StarWars space station]].

to:

** %%** BeamSpam
** ChargedAttack although it's entirely visual, a beam weapon specific to the Swarm first fires multiple lasers into a point to gather together into one beam; much like a certain iconic [[strike:moon]] [[StarWars [[Franchise/StarWars space station]].
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Seems like it was really released in 2009, at least according to the Steam page and other places.


''Gratuitous Space Battles'' is a game about [[ExactlyWhatItSaysOnTheTin armed conflict taking place]] [[ExpospeakGag beyond any planet's atmosphere without any given reason]]. It was developed by Positech Games in 2007 and is available for download and purchase at [[http://www.positech.co.uk/gratuitousspacebattles/ their website]].

to:

''Gratuitous Space Battles'' is a game about [[ExactlyWhatItSaysOnTheTin armed conflict taking place]] [[ExpospeakGag beyond any planet's atmosphere without any given reason]]. It was developed by Positech Games in 2007 2009 and is available for download and purchase at [[http://www.positech.co.uk/gratuitousspacebattles/ their website]].
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** The Federation has blue ships that look like throwbacks to classic 50's sci-fi spaceships, though with a strong Franchise/StarTrek element harking back to their namesake.

to:

** The Federation has blue ships that look like throwbacks to classic 50's sci-fi spaceships, though with a strong Franchise/StarTrek ''Franchise/StarTrek'' element harking back to their namesake.



* StandardHumanSpaceship: Though [[AmbiguouslyHuman no species is explicitly human]], the Rebels and Federation both delve into this. The Rebels go for boxy, gunmetal grey ships, while the Federation paints theirs blue and has a more StarTrek, retro feel.

to:

* StandardHumanSpaceship: Though [[AmbiguouslyHuman no species is explicitly human]], the Rebels and Federation both delve into this. The Rebels go for boxy, gunmetal grey ships, while the Federation paints theirs blue and has a more StarTrek, ''Franchise/StarTrek'', retro feel.

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* JackOfAllStats: The Federation is a middle-ground faction with small bonuses to many stats and no penalties. This makes them a good all-around faction to start off with, and flexible enough to run with many strategies and configurations.



* TheMario: The Federation is a middle-ground, JackOfAllStats faction with small bonuses to many stats and no penalties. This makes them a good all-around faction to start off with, and flexible enough to run with many strategies and configurations.

to:

* TheMario: The Federation is a middle-ground, JackOfAllStats faction with small bonuses to many stats and no penalties. This makes them a good all-around faction to start off with, and flexible enough to run with many strategies and configurations.

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* CriticalExistenceFailure: A ship can be reduced to little more than a slowly moving hulk, billowing flames from holes that seem to make up most of the ship, but so long as it doesn't take one more shot and shave off that last point of hull, it won't explode.



** About the sole exception is the Nomads, who don't hate everyone else, they're just (literally) killing time until they finally find a planet they'd like to settle down on.



** Many races have a Cruiser hull specialized to this end, such as the Federation's Panther or the Tribe's Utopia. They will feature a higher number of weapon hardpoints in exchange for much fewer subsystems, which will be almost entirely focused on meeting the huge power and crew demands for their vast weapon arrays.



* MartialPacifist: The Tribe really, honestly would like the universe to be at peace and have no one be harshing anyone else's mellow, it's just that they've come to the conclusion peace can only be achieved by killing the living daylights out of everyone else.



* LaResistance: The Rebels, a group of breakaway races whose members didn't want to spend the rest of their life fighting for the Empire. [[{{Irony}} Therefore, they've devoted their lives to fighting against it instead]].

to:

** One of the last patches for the game included a Direct Control mode, which allows you to alter orders mid-fight, at the cost of disqualifying you from adding your name to the list of those who have cleared a challenge.
* LaResistance: The Rebels, a group of breakaway races whose members didn't want to spend the rest of their life fighting for the Empire. [[{{Irony}} Therefore, they've devoted their lives to fighting against it instead]]. It comes as no surprise that most member species are described as "irony-resistant".


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* StoneWall: Strategy du jure of the Tribe, who have a race wide penalty to shields and armor but ''double'' the hull points of other races. Tribe ships will spend more or less the whole battle with flames pouring out of them, but rarely actually detonating.
** Most races have a cruiser hull tailored to this end, with very few weapons but a surfeit of subsystems. If you're willing to forgo anything but a few token weapons, these ships can soak up fire from an entire fleet without breaking stride. Of particular note is the Empire Praetorian, which has only 5 weapon slots but '''15 subsystems''', the highest number in the game.


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** As a general rule: missiles beat shields, beams beat armor and blasters beat hull.


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* WarForFunAndProfit: The former is the entire causus belli of the Nomads, who think genocide is a great way to kill an afternoon, while the Federation eats, sleeps and breathes the latter.
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A [[http://www.gratuitousspacebattles2.com/ sequel]] is now in development.

to:

A [[http://www.gratuitousspacebattles2.com/ sequel]] is now was released in development.
2015, but it was not well-received and quickly abandoned by the developers.

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* ArtificialStupidity: Ships and fighters generally target the closest enemy ship unless given specific orders otherwise. This has resulted in the use of "tank cruiser" strategies where one of more MightyGlacier cruisers are positioned ahead of the fleet, using massive amounts of armor, shields, and repair systems to soak up fire while allowing the rest of the fleet to fire around it. This can be particularly devastating against fighter-oriented fleets, as the entire fighter force will try to swam the shielding ship and get ripped apart by the rest of the fleet. Any fleet not specifically oriented toward destroying the "tank cruisers" quickly will be torn apart.

to:

* ArtificialStupidity: Ships and fighters generally target the closest enemy ship unless given specific orders otherwise. This has resulted in the use of "tank cruiser" strategies where one of more MightyGlacier cruisers are positioned ahead of the fleet, using [[SuperToughness massive amounts of armor, shields, and repair systems systems]] to [[DrawAggro soak up fire while allowing the rest of the fleet to fire around it.it]]. This can be particularly devastating against fighter-oriented fleets, as the entire fighter force will try to swam the shielding ship and get ripped apart by the rest of the fleet. Any fleet not specifically oriented toward destroying the "tank cruisers" quickly will be torn apart.



* MightyGlacier: Most cruisers fall under this variety, and a properly armored/shielded cruiser with good point defense and/or EMP weapons can be an extremely effective tank for frigates or other cruisers.
** TheEmpire actually specializes in this; they even get a special frigate hull named the "Weapons Platform" that has minimal modules but eight hardpoints (by comparison, that's more than many ''cruisers'' get), and is designed to either have little to no engine capability....but with the sheer number of hardpoints and low cost, the platform is able to inflict a ridiculous amount of damage-per-cost.
** The Tribe, too. The Tribe's ships get a 100% boost to hull integrity and ''really'' good repair systems. As a result, the Tribe's cruisers can take an incredible beating and keep going.
** The Order's ships move very slowly, generally having a substantial speed penalty, but their power generation is such that they can afford to stack shields and powered armor and tons of weaponry on their cruisers.

to:

* MightyGlacier: Most cruisers fall under this variety, and a properly armored/shielded cruiser with good point defense and/or EMP weapons can be an extremely effective tank for frigates or other cruisers.
MightyGlacier:
** TheEmpire actually specializes in this; they even get a special frigate hull named the "Weapons Platform" that has minimal modules but eight hardpoints (by comparison, that's more than many ''cruisers'' get), and is designed to either have little to no engine capability....but with the sheer number of hardpoints and low cost, the platform is able to inflict a ridiculous amount of damage-per-cost.
** The Tribe, too. The Tribe's ships get a 100% boost to hull integrity and ''really'' good repair systems. As a result, the Tribe's cruisers can take an incredible beating and keep going.
** The Order's ships move very slowly, generally having a substantial speed penalty, but their power generation is such that they can afford to stack shields and powered armor and tons of weaponry on their cruisers.
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Added image.

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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/gratuitous_space_battles_image.jpg]]
[[caption-width-right:350:The essence of the game, in one shot.]]

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** The Tribe's ships are green and gray, with rounded and organic-looking hulls, and the Order features bright red-painted ships that seem to be held together by some kind of weird energy/tractor beams that seem impractical but ''[[RuleOfCool looks totally freaking awesome.]]''

to:

** The Tribe's ships are green and gray, with rounded and organic-looking hulls, and the hulls.
** The
Order features bright red-painted ships that seem to be held together by some kind of weird energy/tractor beams that seem impractical but ''[[RuleOfCool looks totally freaking awesome.]]''

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