History VideoGame / StarRuler

22nd Oct '15 5:47:49 PM GentlemensDame883
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* FragileSpeedster: Ships using the Fighter hull can suffer SubsystemDamage on any hit and have pathetic health, but can actively dodge incoming fighter and support extreme thrust-to-weight ratios. Small craft with the standard hulls, notably the default scout ship (which is often scaled down to the size of a soda can), will die from so much as a glance from an enemy fighter, but can accelerate very quickly.

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* FragileSpeedster: Ships using the Fighter hull can suffer SubsystemDamage on any hit and have pathetic health, but can actively dodge incoming fighter fire and support extreme thrust-to-weight ratios. Small craft with the standard hulls, notably the default scout ship (which is often scaled down to the size of a soda can), will die from so much as a glance from an enemy fighter, but can accelerate very quickly.
22nd Oct '15 9:39:55 AM Saber15
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%%* FragileSpeedster: Ships with "Fighter" or "Bomber" hulls, and scout ships (typically smaller than a soda can).

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%%* * FragileSpeedster: Ships using the Fighter hull can suffer SubsystemDamage on any hit and have pathetic health, but can actively dodge incoming fighter and support extreme thrust-to-weight ratios. Small craft with "Fighter" or "Bomber" the standard hulls, and notably the default scout ships (typically smaller than ship (which is often scaled down to the size of a soda can).can), will die from so much as a glance from an enemy fighter, but can accelerate very quickly.
21st Oct '15 6:06:20 PM GentlemensDame883
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%%* EarthShatteringKaboom

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%%* EarthShatteringKaboom* EarthShatteringKaboom: Do enough research into weapons tech and make the weapons on your ships big enough and you can destroy planets.



* FasterThanLightTravel: Of the Jump Drive variety. Ships without the drive have to go the slow way - flying to the target star on their own engine power. It should be noted, though, that "slowboating" can also result in low-end FTL - a light-second is roughly 0.002AU, yet ships can accelerate past that fairly early on.

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* FasterThanLightTravel: Of the Jump Drive variety. Ships without the drive have to go the slow way - flying to the target star on their own engine power. It should be noted, though, that "slowboating" can also result in low-end FTL - a light-second is roughly 0.002AU, yet ships can accelerate past that that/second fairly early on.
21st Oct '15 9:22:47 AM HighCrate
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* EarthShatteringKaboom

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* %%* EarthShatteringKaboom



* GlassCannon: Ships with little/no armor, but a ''very'' big gun. Works well when the gun is paired to a Targeting Computer, allowing it to fire much longer distances.

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* GlassCannon: Ships with little/no armor, but a ''very'' big gun. Works well when the gun is paired to with a Targeting Computer, allowing it to fire much longer distances.



* JackOfAllStats: Most of the default ship designs fall into this, being very balanced in its armor, weapon, and engine loadout.

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* JackOfAllStats: Most of the default ship designs fall into this, being very balanced in its their armor, weapon, and engine loadout.



* MacrossMissileMassacre: With enough missile research.

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* %%* MacrossMissileMassacre: With enough missile research.



* MagneticWeapons: Railguns.

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* %%* MagneticWeapons: Railguns.



* MightyGlacier: Ships with lots of armor and/or weapons, but small engines. The ship has no top speed, but it'll handle like the state of Wisconsin, and have trouble getting to its destination in a reasonable amount of time. However, it'll be able able to absorb tons of damage, and instagib much of what dares to attack it.

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* MightyGlacier: Ships with lots of armor and/or weapons, but small engines. The ship has no top speed, but it'll handle like the state of Wisconsin, and have trouble getting to its destination in a reasonable amount of time. However, it'll be able able to absorb tons of damage, and instagib much of what dares to attack it.
11th Aug '15 4:25:44 PM HighCrate
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* FragileSpeedster: Ships with "Fighter" or "Bomber" hulls, and scout ships (typically smaller than a soda can).

to:

* %%* FragileSpeedster: Ships with "Fighter" or "Bomber" hulls, and scout ships (typically smaller than a soda can).
29th Mar '15 10:17:33 AM Saber15
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!! ''Star Ruler 2'' provides examples of:
[[folder:SR2]]
* TwoDSpace: Fleets align themselves along the galactic plane, though ships can drift out of alignment and debris will fly in whatever direction it pleases.
* {{Arcology}}: A mid-game research allows you to build imperial megacities that go from below the earth, all the way into the sky.
* ArtificialStupidity: By default, Remnant fleets do not chase down ships and will not try to glass planets being colonized in their system, only shooting at ships that approach. Their engagement AI can be re-activated with an optional in the prematch setup.
* BigDumbObject: Neutral "Seed" ships will occasionally build unique upgrades that players can steal and utilize, such as a massive telescope to spy on several systems at once from across the galaxy.
* TheDogBitesBack: The Influence system in ''[=SR2=]'' allows losing empires to use diplomacy against their aggressor.
* EasyLogistics: Ships immediately receive researched stat bonuses, to counter the ad-infinitum retrofitting that plagued ''[=SR1's=]'' endgame, where the ships you produced were obsolete within minutes. Ships still need to be near a friendly planet to reload their "Supply" (ammunition, fuel, etc) and restore their support ship roster.
* FasterThanLightTravel: Several flavors, all of which require FTL Energy, which is a global resource that is slowly built up and can be stored -
** Players can now assemble [[PortalNetwork jump gates]] (previously, only Remnants possessed gates) which must be flown to their destination, then stopped before being linked up, which will then provide instantaneous travel between any gate. This is also the only method that can be used for trade.
** The "Fling" beacon can catapult a ship extreme distances for little energy, but can only be mounted on orbitals - in essence, you ''fire your ships at their destination'' like a railgun - once a ship reaches its destination, it has to rely on standard thrusters for movement or its return journey unless you have another beacon there.
** [[SubspaceOrHyperspace Hyperdrives]] function much like the warp drive in ''Franchise/StarTrek'' - it's faster than slowboating with thrusters, but still slower than everything else, and consumes energy as the ship moves through hyperspace.
** "Slipstream" drives allow specialised ships to tear a hole in reality, like in ''Franchise/{{Halo}}'', through which a whole fleet can instantaneously pass through to the paired tear, although unlike gates the tear is temporary and can be used by enemies.
* LighterAndSofter: The sequel has a more lighthearted art style, with bright and colorful UI and race portraits.
* ShoutOut: The achievement for destroying a Seed ship is "A Different [[Series/StargateUniverse Destiny]]"
* StarfishAlien: The old, now defunct race portraits, bar the single HumanoidAlien who lacks a mouth or nose. One race appears to be a rock with eyes and several other rocks covered in goop. The newer profiles are a bit more normal (having actual heads) but still very nonhuman.
* SubspaceOrHyperspace: Hyperdrives allow a ship to move at phenomenal velocity, much faster than standard thrusters, but consume energy as the ship moves.
* UnstableEquilibrium: SequelEscalation from the first game. Early rushing to grab as many planets as possible is even more important than before, and this time there are no SpacePirates to prey on weak colonies to discourage you from going wild with the colonization.
[[/folder]]

to:

!! ''Star Ruler 2'' provides examples of:
[[folder:SR2]]
* TwoDSpace: Fleets align themselves along the galactic plane, though ships can drift out of alignment and debris will fly in whatever direction it pleases.
* {{Arcology}}: A mid-game research allows you to build imperial megacities that go from below the earth, all the way into the sky.
* ArtificialStupidity: By default, Remnant fleets do not chase down ships and will not try to glass planets being colonized in their system, only shooting at ships that approach. Their engagement AI can be re-activated with an optional in the prematch setup.
* BigDumbObject: Neutral "Seed" ships will occasionally build unique upgrades that players can steal and utilize, such as a massive telescope to spy on several systems at once from across the galaxy.
* TheDogBitesBack: The Influence system in ''[=SR2=]'' allows losing empires to use diplomacy against their aggressor.
* EasyLogistics: Ships immediately receive researched stat bonuses, to counter the ad-infinitum retrofitting that plagued ''[=SR1's=]'' endgame, where the ships you produced were obsolete within minutes. Ships still need to be near a friendly planet to reload their "Supply" (ammunition, fuel, etc) and restore their support ship roster.
* FasterThanLightTravel: Several flavors, all of which require FTL Energy, which is a global resource that is slowly built up and can be stored -
** Players can now assemble [[PortalNetwork jump gates]] (previously, only Remnants possessed gates) which must be flown to their destination, then stopped before being linked up, which will then provide instantaneous travel between any gate. This is also the only method that can be used for trade.
** The "Fling" beacon can catapult a ship extreme distances for little energy, but can only be mounted on orbitals - in essence, you ''fire your ships at their destination'' like a railgun - once a ship reaches its destination, it has to rely on standard thrusters for movement or its return journey unless you have another beacon there.
** [[SubspaceOrHyperspace Hyperdrives]] function much like the warp drive in ''Franchise/StarTrek'' - it's faster than slowboating with thrusters, but still slower than everything else, and consumes energy as the ship moves through hyperspace.
** "Slipstream" drives allow specialised ships to tear a hole in reality, like in ''Franchise/{{Halo}}'', through which a whole fleet can instantaneously pass through to the paired tear, although unlike gates the tear is temporary and can be used by enemies.
* LighterAndSofter: The sequel has a more lighthearted art style, with bright and colorful UI and race portraits.
* ShoutOut: The achievement for destroying a Seed ship is "A Different [[Series/StargateUniverse Destiny]]"
* StarfishAlien: The old, now defunct race portraits, bar the single HumanoidAlien who lacks a mouth or nose. One race appears to be a rock with eyes and several other rocks covered in goop. The newer profiles are a bit more normal (having actual heads) but still very nonhuman.
* SubspaceOrHyperspace: Hyperdrives allow a ship to move at phenomenal velocity, much faster than standard thrusters, but consume energy as the ship moves.
* UnstableEquilibrium: SequelEscalation from the first game. Early rushing to grab as many planets as possible is even more important than before, and this time there are no SpacePirates to prey on weak colonies to discourage you from going wild with the colonization.
[[/folder]]
29th Mar '15 9:53:22 AM Saber15
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[[http://starruler2.com/ A sequel has been announced]], set for release in 2015. [[http://store.steampowered.com/app/282590/ It went to Steam Early Access on 19 July 2014]]. Among a host of new features, micromanagement of planets is less painful, ship movement is smarter, combat is deeper, and diplomacy is more important. Additional info and some Q&A can be found on a [[Videogame/GarrysMod Facepunch]] thread by one of the game's creators [[http://facepunch.com/showthread.php?t=1295093 here]]. Known tropes go in a separate section.

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[[http://starruler2.com/ A sequel has been announced]], set for release ''Videogame/StarRuler2'' was released on March 27, 2015 after about a year in 2015. [[http://store.steampowered.com/app/282590/ It went to Steam Early Access on 19 July 2014]].Access. Among a host of new features, micromanagement of planets is less painful, ship movement is smarter, combat is deeper, and diplomacy is more important. Additional info and some Q&A can be found on a [[Videogame/GarrysMod Facepunch]] thread by one of the game's creators [[http://facepunch.com/showthread.php?t=1295093 here]]. Known tropes go in a separate section.\n
30th Jan '15 1:30:01 PM Saber15
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* ArtificialStupidity: Remnant ships currently do not chase down ships and will not try to glass planets being colonized in their system.

to:

* ArtificialStupidity: By default, Remnant ships currently fleets do not chase down ships and will not try to glass planets being colonized in their system.system, only shooting at ships that approach. Their engagement AI can be re-activated with an optional in the prematch setup.
30th Jan '15 1:27:34 PM Saber15
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Added DiffLines:

* ShoutOut: The achievement for destroying a Seed ship is "A Different [[Series/StargateUniverse Destiny]]"
29th Jan '15 7:50:53 AM Saber15
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* StarfishAlien: All race portraits, bar the single HumanoidAlien who lacks a mouth or nose. One race appears to be a rock with eyes and several other rocks covered in goop.

to:

* StarfishAlien: All The old, now defunct race portraits, bar the single HumanoidAlien who lacks a mouth or nose. One race appears to be a rock with eyes and several other rocks covered in goop. The newer profiles are a bit more normal (having actual heads) but still very nonhuman.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.StarRuler