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* ArtificialGravity: Sol System humans are only able to generate pseudo-gravity with revolving sections, which is especially necessary since it routinely takes weeks or months to get anywhere. The Vardrags, the Gorgs, and Noah colonists (courtesy of the Vardrags), and the ''Angelwing'' can generate artificial gravity fields that not only make living aboard a ship easier but also [[InertialDampening allows ships to perform crazy maneuvers without breaking apart or killing the crew]].
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* ArtificialGravity: Sol System humans are only able to generate pseudo-gravity with revolving sections, which is especially necessary since it routinely takes weeks or months to get anywhere. The Vardrags, the Gorgs, and Noah colonists (courtesy of the Vardrags), Vardrags) and the ''Angelwing'' can generate artificial gravity fields that not only make living aboard a ship easier but also [[InertialDampening allows ships to perform crazy maneuvers without breaking apart or killing the crew]].
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Weapons are divided into several groups: anti-armor ([[MagneticWeapons railgun]]s, effective at destroying the hull; largely ineffective against shields), energy shells (overload enemy DeflectorShields; no effect on armor), [[EnergyWeapon lasers]] (anti-hardpoint weapons; damage specific devices; very little hull/shield damage), flak (automated anti-fighter and anti-missile laser grid), missiles/torpedoes (limited-supply guided area-effect weapons), and special (various unique weapons). Ships can also carry wings of fighters/bombers, although they generally prove to be nothing more than a nuisance, especially if the enemy is equipped with an advanced flak grid or has his own fighter complement. Shuttles can be used to capture ships, although the enemy flak systems need to be disabled first and fighters destroyed. Other systems include power generators (main and weapons), engines (main, secondary, and combat), sensors, [[FasterThanLightTravel interplanetary drives]] (used to exit the mission), and special devices.
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Weapons are divided into several groups: anti-armor ([[MagneticWeapons railgun]]s, railguns]], effective at destroying the hull; largely ineffective against shields), energy shells (overload enemy DeflectorShields; no effect on armor), [[EnergyWeapon lasers]] (anti-hardpoint weapons; damage specific devices; very little hull/shield damage), flak (automated anti-fighter and anti-missile laser grid), missiles/torpedoes (limited-supply guided area-effect weapons), and special (various unique weapons). Ships can also carry wings of fighters/bombers, although they generally prove to be nothing more than a nuisance, especially if the enemy is equipped with an advanced flak grid or has his own fighter complement. Shuttles can be used to capture ships, although the enemy flak systems need to be disabled first and fighters destroyed. Other systems include power generators (main and weapons), engines (main, secondary, and combat), sensors, [[FasterThanLightTravel interplanetary drives]] (used to exit the mission), and special devices.
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Can't put spoiler tags in the trope title
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* [[spoiler: [[TheEndOfTheWorldAsWeKnowIt End of the World as We Know It, The]]: Earth is taken over by the Mechanoids and remade to suit their needs.]]
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* [[spoiler: [[TheEndOfTheWorldAsWeKnowIt End of the World as We Know It, The]]: Earth TheEndOfTheWorldAsWeKnowIt: [[spoiler:Earth is taken over by the Mechanoids and remade to suit their needs.]]
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* [[spoiler: {{Precursors}}: The Creators made the Mechanoids and were all but wiped out. Several made it to the Solar System and set up a base near Pluto. They carefully guided human development to allow the creation of [=AIs=] compatible with their own.]]
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* [[spoiler: {{Precursors}}: The [[spoiler:The Creators made the Mechanoids and were all but wiped out. Several made it to the Solar System and set up a base near Pluto. They carefully guided human development to allow the creation of [=AIs=] compatible with their own.]]