History VideoGame / Homeworld

20th Nov '17 10:37:44 AM ChronoLegion
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* ReallySevenHundredYearsOld: Karan S'jet is Fleet Intelligence in both games, yet the games are separated by a century. While we don't know the expected lifespan of a Hiigaran, from our viewpoint, Karan is at least a hundred years old and still kicking.
20th Nov '17 10:18:20 AM ChronoLegion
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** Averted with [[spoiler:Sajuuk]]'s main cannon, which can fire beyond its own visual range. In fact, given [[spoiler:Sajuuk]]'s relatively low HP, it's recommended that it assaults the enemy using a spotter to extend its sensor range.
20th Nov '17 10:15:06 AM ChronoLegion
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* RidiculouslyFastConstruction: More justified than most considering the advanced technology available, but being able to construct a colossal, fully-stocked warship from scratch within minutes is still impressive.

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* RidiculouslyFastConstruction: More justified than most considering the advanced technology available, but being able to construct a colossal, fully-stocked warship from scratch within minutes is still impressive. The fluff regarding missile destroyers even points out the impracticality of such a ship ''without'' the ability to construct missiles onboard extremely fast (like 1 missile every 3 seconds).
20th Nov '17 10:10:11 AM ChronoLegion
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* OneWorldOrder: The discovery of the Guidestone and subsequent construction of the Mothership united the clans of Kharak. It's also mentioned however that the clans still exist after they "returned" to Hiigara.

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* OneWorldOrder: The discovery of the Guidestone and subsequent construction of the Mothership united the clans of Kharak. It's also mentioned however that the clans still exist after they "returned" to Hiigara. The [[VideoGame/HomeworldDesertsOfKharak prequel]] reveals that it wasn't a smooth road to unity. Just getting to the "Prime Anomaly" required fighting through the technologically-superior and fanatical Gaalsien nomads, as well as dealing with [[spoiler:Kiith Siidim treachery]].
20th Nov '17 9:58:57 AM ChronoLegion
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** Averted in the [[VideoGame/HomeworldDesertsOfKharak prequel]], where a number of kiithid participate in the expedition. Yes, Kiith S'jet once again plays a major role, but only because their carrier happened to have survived the Gaalsien assault, although it's eventually revealed that Kiith Siidim's carrier survived as well [[spoiler:only to turn on the rest of the kiithid in order to claim all the glory and tech for themselves]].
20th Nov '17 9:52:41 AM ChronoLegion
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* {{Handwave}}: The sudden lack of need to refuel strike craft after the first game. [[AllThereInTheManual The manual]] states that the [[AWizardDidIt Bentusi let you "borrow" the advanced reactor found in the Acolyte fighter]] (not to mention the design for the ship itself).

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* {{Handwave}}: The sudden lack of need to refuel strike craft after the first game. [[AllThereInTheManual The manual]] states that the [[AWizardDidIt Bentusi let you "borrow" the advanced reactor found in the Acolyte fighter]] (not to mention the design for the ship itself). The need to refuel is promptly forgotten in the remastered version of HW1.
20th Nov '17 9:50:20 AM ChronoLegion
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* FutureImperfect: The Kushan religion states that their deity Sajuuk put them on Kharak as punishment, and attempting to leave it would result in Sajuuk's wrath destroying the planet. This has a basis in fact. The Kushan actually used to be the leaders of an EvilEmpire and were defeated. They signed a treaty with the Taiidan (who overthrew them) forbidding the development of hyperspace technology and were then exiled to Kharak. The terms of the treaty stated that violation of it would result in the destruction of Kharak by the Taiidan, who had grown corrupt and formed their own EvilEmpire over the millenia. This ends up happening in the 3rd mission.

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* FutureImperfect: The Kushan religion states that their deity Sajuuk put them on Kharak as punishment, and attempting to leave it would result in Sajuuk's wrath destroying the planet. This has a basis in fact. The Kushan actually used to be the leaders of an EvilEmpire and were defeated. They signed a treaty with the Taiidan (who overthrew them) forbidding the development of hyperspace technology and were then exiled to Kharak. The terms of the treaty stated that violation of it would result in the destruction of Kharak by the Taiidan, who had grown corrupt and formed their own EvilEmpire over the millenia. This ends up happening in the 3rd mission. This is a major plot point in the [[VideoGame/HomeworldDesertsOfKharak prequel]], where Kiith Gaalsien believes this so devoutly that they've launched a major attack at the Northern Coalition in order to stop the expedition to the Primary Anomaly. The problem is, Kharak is getting less hospitable every year, with the (already huge) desert region constantly expanding into the more temperate poles, so the Kharakians have no choice but to seek salvation off-world.
20th Nov '17 9:39:25 AM ChronoLegion
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** Played straight with the Sentinel strike craft of ''Cataclysm''. Sentinels are slow and have very little firepower, but a group of them can link together to form a shield, and can be ordered to escort one of your units and project this shield in front of them. Group enough of them together, and you can create a shield that completely surrounds a unit. The initial shield only protects against mass drivers. The next level shield also protects against missiles. The top-tier shield protects against all that plus ion beams.

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** Played straight with the Sentinel strike craft of ''Cataclysm''. Sentinels are slow and have very little firepower, but a group of them can link together to form a shield, and can be ordered to escort one of your units and project this shield in front of them. Group enough of them together, and you can create a shield that completely surrounds a unit. The initial shield only protects against mass drivers. The next level shield also protects against missiles. The top-tier shield protects against all that plus ion beams. The Sentinels themselves are unshielded, though, and can be targeted in order to disrupt the shield.
20th Nov '17 9:38:51 AM ChronoLegion
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** Played straight with the Sentinel strike craft of ''Cataclysm''. Sentinels are slow and have very little firepower, but a group of them can link together to form a shield, and can be ordered to escort one of your units and project this shield in front of them. Group enough of them together, and you can create a shield that completely surrounds a unit.

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** Played straight with the Sentinel strike craft of ''Cataclysm''. Sentinels are slow and have very little firepower, but a group of them can link together to form a shield, and can be ordered to escort one of your units and project this shield in front of them. Group enough of them together, and you can create a shield that completely surrounds a unit. The initial shield only protects against mass drivers. The next level shield also protects against missiles. The top-tier shield protects against all that plus ion beams.
20th Nov '17 9:36:22 AM ChronoLegion
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** Also with the Taiidan attack on your former homeworld, as your people did not yet have the warships and resources to stave off a then-unknown enemy force, leading to your planet's grisly incineration and with it, nearly your entire species.

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** Also with the Taiidan attack on your former homeworld, as your people did not yet have the warships and resources to stave off a then-unknown enemy force, leading to your planet's grisly incineration and with it, nearly your entire species. To be fair, though, the Taiidan fleet did not escape unscathed, as Kharak had a surprisingly effective missile defense system, although the losses are, of course, heavily tilted against the Kharakians.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.Homeworld