History VideoGame / StarWarsGalacticBattlegrounds

8th Feb '17 4:45:27 AM Stranrep
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* BewareTheQuietOnes / AwakeningTheSleepingGiant: Gungan Boss Gallo, distant ancestor of ''PhantomMenace'' Boss Rugor Nass. He led his village without fighting other Bosses, as he hate fighting his fellow gungans... until evil Boss Rogoe wiped out his village. He then allied with leader of thieves Marsun (who was disgusted by such deed), united warring Gungan tribes, and destroyed Rogoe's forces, including the Boss himself, and found Otoh Gunga, the same city we saw in Phantom Menace.

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* BewareTheQuietOnes / AwakeningTheSleepingGiant: Gungan Boss Gallo, distant ancestor of ''PhantomMenace'' Boss Rugor Nass.Nass from ''Phantom Menace''. He led his village without fighting other Bosses, as he hate fighting his fellow gungans... until evil Boss Rogoe wiped out his village. He then allied with leader of thieves Marsun (who was disgusted by such deed), united warring Gungan tribes, and destroyed Rogoe's forces, including the Boss himself, and found Otoh Gunga, the same city we saw in Phantom Menace.
8th Feb '17 4:40:29 AM Stranrep
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* BewareTheQuiteOnes / AwakeningTheSleepingGiant: Gungan Boss Gallo, distant ancestor of ''PhantomMenace'' Boss Rugor Nass. He led his village without fighting other Bosses, as he hate fighting his fellow gungans... until evil Boss Rogoe wiped out his village. He then allied with leader of thieves Marsun (who was disgusted by such deed), united warring Gungan tribes, and destroyed Rogoe's forces, including the Boss himself, and found Otoh Gunga, the same city we saw in Phantom Menace.

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* BewareTheQuiteOnes BewareTheQuietOnes / AwakeningTheSleepingGiant: Gungan Boss Gallo, distant ancestor of ''PhantomMenace'' Boss Rugor Nass. He led his village without fighting other Bosses, as he hate fighting his fellow gungans... until evil Boss Rogoe wiped out his village. He then allied with leader of thieves Marsun (who was disgusted by such deed), united warring Gungan tribes, and destroyed Rogoe's forces, including the Boss himself, and found Otoh Gunga, the same city we saw in Phantom Menace.
8th Feb '17 4:38:25 AM Stranrep
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* BewareTheQuiteOnes / AwakeningTheSleepingGiant: Gungan Boss Gallo, distant ancestor of ''PhantomMenace'' Boss Rugor Nass. He led his village without fighting other Bosses, as he hate fighting his fellow gungans... until evil Boss Rogoe wiped out his village. He then allied with leader of thieves Marsun (who was disgusted by such deed), united warring Gungan tribes, and destroyed Rogoe's forces, including the Boss himself, and found Otoh Gunga, the same city we saw in Phantom Menace.
16th Jan '17 5:11:01 AM TheFarmboy
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* MechaMooks: Obviously the modus operandi for the Trade Federation and the Confederacy. The Empire also has these for their unique unit, the [[VideoGame/DarkForcesSaga Dark Trooper]].
5th Jan '17 12:59:34 PM TheFarmboy
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* GameMod: ''[[http://www.moddb.com/mods/star-wars-galactic-battlegrounds-expanding-fronts Expanding Fronts]]'', which is a mod released in 2016 features a rework of the game which adds new units and features. The mod includes the [[VideoGame/EmpireAtWar Zann Consortium]] as a playable faction.


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* MagikarpPower: The Royal Naboo is a peaceful civilization and will start out with weak infantry. However as they progress up the Tech Tree, they can gain more powerful units, especially their Air units.
15th Aug '16 10:18:41 PM Bauglir100
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* WatchingTroyBurn: Quite a few times in the campaigns, most notably in the first Gungans mission, where Boss Gallo finishes searching for Nerfs to feed his village...just in time for a pack of ravenous bursas to appear and mercilessly tear the entire settlement apart. And all he (and the player) can do is watch from afar.
20th Jul '16 1:47:19 PM Namdsibrus
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** Fighters in general. Though they can get shield and armor upgrades, an individual one is more or less destroyed if caught within sight of a homing turret or fortress. The king of this is the Rebel Alliance A-Wing, an interceptor craft that moves extremely fast, has longer attack range than usual fighters, but will get smoked by mostly anything that can manage to hit it.

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** Fighters in general. Though they can get shield and armor upgrades, an individual one is more or less destroyed if caught within sight of a homing turret or fortress. The king of this is the Rebel Alliance A-Wing, an interceptor craft that moves extremely fast, has longer attack range than usual fighters, but will get smoked in one hit by mostly anything most things that can manage to hit it.it.
* GameplayAndStorySegregation: To a degree. In the Clone Campaigns expansion, the Republic gets research that allows them to [[ZergRush create clone troopers very quickly]], while the Confederacy can upgrade their Super Battle Droids to have [[EliteMook increased hit points, armor, and damage]]. While this makes sense in the context of Episode II right the game was made (the clones arrive out of nowhere in large numbers on Geonosis, and the B-2s are shown shrugging off blaster shots) other Main/StarWars works on the Clone Wars since tend to emphasize the small but elite nature of the Clone units against the massive amounts of droids that the Separatists can field.



* YouRequireMoreVespeneGas: Much like in ''VideoGame/AgeOfEmpires'' there are four resources the player gathers, food, carbon (wood), nova crystals (gold), and ore (stone). This game makes some of the (comparative) research less expensive than it might be in Age of Empires but in exchange for generally higher unit costs.

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* YouRequireMoreVespeneGas: Much like in ''VideoGame/AgeOfEmpires'' there are four resources the player gathers, food, carbon (wood), nova crystals (gold), and ore (stone). This game makes some of the (comparative) research less expensive than it might be in Age of Empires but in exchange for generally higher unit costs.costs.
* ZergRush: The Republic gets technology that allows them to rapidly create clone troopers and flood areas with them (they don't cost any less, though).
19th Jul '16 12:03:47 PM Namdsibrus
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** The "grenade trooper", who carries a huge mortar that lobs thermal detonators at the enemy. In practice, though, she is mostly useless, and is most effective against shields, which don't come until Tech Level 3. The Grenade Trooper is otherwise extremely fragile and doesn't do a great deal of damage to non-mechanized units.

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** The "grenade trooper", who carries a huge mortar that lobs thermal detonators at the enemy. In practice, though, she is mostly useless, and is most effective against shields, shields and mechanized units, which don't come until Tech Level 3. The Grenade Trooper is otherwise extremely fragile and doesn't do a great deal of damage to non-mechanized units.damage.



* DoNotRunWithAGun: All ranged units, including infantry, artillery, and even starfighters, are incapable of attacking without coming to a complete halt first, even things like fighters and bombers that would conceivably make strafing and bombing runs. Although since this game ''was'' made using the [[VideoGame/AgeOfEmpires Genie engine]], this is to be expected.
* EnemyExchangeProgram: Like VideoGame/AgeOfEmpires priests and monks, Jedi and Sith Knights can convert infantry units to your side, while Masters, for certain factions with the proper technology, can do the same to buildings and heavy units. [[note]]Never mind that some of those units may be droids, automated, fighter aircraft, or piloted by multi person crews[[/note]]. Other techs allow you to slow down conversion time to allow you to assassinate the Force user, or just have the targeted unit [[DrivenToSuicide self terminate upon conversion]].

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* DoNotRunWithAGun: All ranged units, including infantry, artillery, and even starfighters, are incapable of attacking without coming to a complete halt first, even things like fighters and bombers that would conceivably make strafing and bombing runs.runs on the move. Although since this game ''was'' made using the [[VideoGame/AgeOfEmpires Genie engine]], this is to be expected.
* EnemyExchangeProgram: Like VideoGame/AgeOfEmpires priests and monks, Jedi and Sith Knights can convert infantry units to your side, while Masters, for certain factions with the proper technology, can do the same to buildings and heavy units. [[note]]Never mind that some of those units may be droids, automated, fighter aircraft, or piloted by multi person crews[[/note]].crews; the jedi mind tricks are that strong, apparently[[/note]]. Other techs allow you to slow down conversion time to allow you to assassinate the Force user, or just have the targeted unit [[DrivenToSuicide self terminate upon conversion]].



* FragileSpeedster: Speeder bike scouts are incredibly fast, but also die very, very quickly in combat.

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* FragileSpeedster: Speeder bike scouts are incredibly fast, but also die very, very quickly in combat. Even more the case for the Imperial unique Probe Droid.



* LimitedSoundEffects: for example, all Imperial TIEs have a pilot saying "TIE Fighter reporting", or characters having only one stock phrase ("this is Leia Organa, this is Leia Organa, this is Leia Organa, this is Leia Organa), see also MostAnnoyingSound in YMMV.

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* LimitedSoundEffects: for example, all Imperial TIEs have a pilot saying "TIE Fighter reporting", or characters having only one stock phrase ("this is Leia Organa, this is Leia Organa, this is Leia Organa, this is Leia Organa), Organa) or droid/automated units with one sound clip for select, move, and attack; see also MostAnnoyingSound in YMMV.
18th Jul '16 1:59:54 PM Namdsibrus
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** Assault mechs and artillery can dish out long range punishment, but have a minimum firing range in which they can aim. Without proper escort, they have no answer for melee units.



** Air Cruisers are airborne artillery with long attack range, gargantuan power, and a large amount of hit points and shields. They punish buildings (including outranging most fortress and anti air) and absolutely devastate mech and infantry formations. That said, they are slower than a sleepy Hutt, cost well over 550 food and nova crystals, and require two open population slots to produce. In terms of tactics, Anti Air Turrets and Mobiles (with the proper upgrades, and also careless maneuvering) can outrange and destroy Air Cruisers, and a small squadron of fighters can easily take down an unguarded one. To get the most out of the soaring behemoths, you would otherwise need to sink a lot of resources into fighter escorts to counter those problems, which, if you're not already ahead in the game, will be difficult.

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** Air Cruisers are airborne artillery with long attack range, gargantuan power, and a large amount of hit points and shields. They punish buildings (including outranging most fortress and anti air) and absolutely devastate mech and infantry formations. That said, they are slower than a sleepy Hutt, cost well over 550 600 food and nova crystals, and require two open population slots to produce. In terms of tactics, Anti Air Turrets and Mobiles (with the proper upgrades, and also careless maneuvering) can outrange and destroy Air Cruisers, and a small squadron of fighters can easily take down an unguarded one. To get the most out of the soaring behemoths, you would otherwise need to sink a lot of resources into fighter escorts to counter those problems, which, if you're not already ahead in the game, will be difficult.



* NotPlayingFairWithResources

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* NotPlayingFairWithResourcesNotPlayingFairWithResources: Taking a page from A.o.E. II, Hard and Hardest A.I.s apparently have access to off-world shipments. For example, look at a replay of a game from their perspective to reveal resources getting dropped on them right about when they decide to advance to another tech level. This can lead to the unenviable situation against Hardest of getting hassled by Strike Mechs and fighters while you're just reaching Tech Level 2, where there are few effective counters available.
18th Jul '16 1:31:57 PM Namdsibrus
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** Fighters in general. Though they can get shield and armor upgrades, they will still turn into a ball of flames if caught within sight of a homing turret or fortress. The king of this is the Rebel Alliance A-Wing, an interceptor craft that moves extremely fast, has longer attack range than usual fighters, but will get smoked by most ground based anti air (provided homing is researched) or other fighters.
* GlassCannon: Bombers are very fragile but can do a lot of damage if not countered, and artillery and cannons can take out buildings with ease...but can't shoot enemies who are too close and are easily ripped to pieces by mounted troopers or Jedi/Sith.

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** Fighters in general. Though they can get shield and armor upgrades, they will still turn into a ball of flames an individual one is more or less destroyed if caught within sight of a homing turret or fortress. The king of this is the Rebel Alliance A-Wing, an interceptor craft that moves extremely fast, has longer attack range than usual fighters, but will get smoked by most ground based anti air (provided homing is researched) or other fighters.
mostly anything that can manage to hit it.
* GlassCannon: Bombers are very fragile but can do a lot of damage if not countered, and artillery countered. Artillery and cannons can take out buildings with ease...but can't shoot enemies who are too close and are easily ripped to pieces by mounted troopers or Jedi/Sith.


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* HitAndRunTactics: Fighter and Bomber squadrons fit the bill. They can ravage ground forces and bases unprepared for them, but mostly can't stand up to sustained anti air fire (especially from turrets or a fortress). As a result, they usually aren't great at holding ground and are best at quickly bypassing ground obstacles, destroying key targets, and retreating to wait for another sortie.
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