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** The Taerkasten Bomber Zeppelin. It has the most powerful bomb in the game, is the most durable vehicle in the game (It takes multiple hits from an non-upgraded Resistance Rhino to kill it at full-health), and peels back the fog of war better than a regular scout vehicle does. However, it is also one of the slowest air units, so slow that some heavy tanks - a vehicle class the Zeppelin is designed to defeat, actually outspeed it. It is also too slow and too big to play the role of a scout. They are really only somewhat useful as predeployed units for distraction purposes.

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** The Taerkasten Bomber Zeppelin. It has the most powerful bomb in the game, is the most durable vehicle in the game (It takes multiple hits from an a non-upgraded Resistance Rhino to kill it at full-health), and peels back the fog of war better than a regular scout vehicle does. However, it is also one of the slowest air units, so slow that some heavy tanks - a vehicle class the Zeppelin is designed to defeat, actually outspeed it. It is also too slow and too big to play the role of a scout. They are really only somewhat useful as predeployed units for distraction purposes.
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** The Taerkasten Bomber Zeppelin. It has the most powerful bomb in the game, is the most durable vehicle in the game (It takes multiple hits from the Resistance Rhino to kill it at full-health), and peels back the fog of war better than a regular scout vehicle does. However, it is also one of the slowest air units, so slow that some heavy tanks - a vehicle class the Zeppelin is designed to defeat, actually outspeed it. It is also too slow and too big to play the role of a scout. They are really only somewhat useful as predeployed units for distraction purposes.

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** The Taerkasten Bomber Zeppelin. It has the most powerful bomb in the game, is the most durable vehicle in the game (It takes multiple hits from the an non-upgraded Resistance Rhino to kill it at full-health), and peels back the fog of war better than a regular scout vehicle does. However, it is also one of the slowest air units, so slow that some heavy tanks - a vehicle class the Zeppelin is designed to defeat, actually outspeed it. It is also too slow and too big to play the role of a scout. They are really only somewhat useful as predeployed units for distraction purposes.
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** What you did in each mission has absolutely NO bearing on what happens in the next mission despite what the mission briefings says, with the exception of the selection of armies you choose to bring with you via the beam gate. And even those are only meant to help you during the game-play itself.

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** What you did in each mission has absolutely NO very little bearing on what happens in the next mission despite what the mission briefings says, with the exception of the tech upgrades you captured and the selection of armies you choose to bring with you via the beam gate. And even those are only meant to help you during the game-play itself.
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** In a specific instance, the mission Dark Zone requests for you to bring in any surviving Gigants (Which were stolen for your purpose) over to the next mission. Whether you do it or not is of no consequence to the storyline.

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** *** In a specific instance, the mission Dark Zone requests for you to bring in any surviving Gigants (Which were stolen for your purpose) over to the next mission. Whether you do it or not is of no consequence to the storyline.



** From a faction-perspective, the Taerkastens fall into this category. Worst of all is the Taerkasten Leonid tank, which hits hard and is also capable of absorbing massive amounts of punishment before going down. In the unreleased Metropolis Dawn campaign, where you get to play as the Taerkastens, a fully upgraded Leonid at full-health is even capable of surviving a non-upgraded shot from the Resistance Rhino.

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** From a faction-perspective, the Taerkastens fall into this category. Worst of all is the Taerkasten Leonid tank, which hits hard and is also capable of absorbing massive amounts of punishment before going down. It also moves like a snail. In the unreleased Metropolis Dawn campaign, where you get to play as the Taerkastens, a fully upgraded Leonid at full-health is even capable of surviving a non-upgraded shot from the Resistance Rhino.

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* AdaptationalVillainy: There was originally a Metropolis Dawn expansion pack to be released, allowing the player to take the role of either the Ghorkovs or the Taerkastens (Game data seems to hint that a campaign for the Mykonians was supposed to be in the plans too). Poor game sales prevented it getting an official release. In the Ghorkovs and Taerkastens' campaign, the Resistance is portrayed as the new BigBad of the game.



** Taerkasten Serp is a suicide air unit with weak shielding and fast speed.

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** Taerkasten Serp is a suicide air unit with weak shielding and shielding. It is also small, fast speed.and hence hard to hit.


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** What you did in each mission has absolutely NO bearing on what happens in the next mission despite what the mission briefings says, with the exception of the selection of armies you choose to bring with you via the beam gate. And even those are only meant to help you during the game-play itself.
*** In the original campaign, you can, for instance, complete the final level (Parasite City) before eliminating all your enemies in other levels. This is despite all the talk in the mission briefings regarding the enemy factions bringing in all their "remaining forces" for a final confrontation at Parasite City.


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** The mission Stoudson's Bastion of the Taerkasten Campaign (Unreleased Metropolis Dawn expansion) plays out similarly as that of Hamburger Hill. The sole Taerkasten Flying Fortress must survive the combined might of three Resistance Host Stations.
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* HoldTheLine: There's a few missions where the objective is to control all the Stoudson bomb trigger points until it detonates. The Hamburger Hill mission has you hold a hill against 5-6 Host Stations until the timer runs out. For an added challenge, go on offense.

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* HoldTheLine: There's a few missions where the objective is to control all the Stoudson bomb trigger points until it detonates. The Hamburger Hill mission has you hold a hill against 5-6 5 Host Stations until the timer runs out. For an added challenge, go on offense.offense.
** Actually, the Hamburger Hill mission can still be perceived to be one of maintaining a balance between offense and defense. It is extremely difficult if you are only focusing on defending yourself and stoudson triggers (Its practically 5 host stations' worth of armies versus yours). However, if you chose to cripple some or all of the host stations' power sources, the enemy's army-generating capability will be reduced.

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** The human-controlled Resistance Rhino is the best example of this trope in the game. Its rockets can travel several sectors. This means that the Rhino can snipe an enemy while the latter is unable to directly attack it.

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** The human-controlled Resistance Rhino is the best example of this trope in the game. Its rockets can travel several sectors. This means that the Rhino can snipe an enemy while the latter is unable to directly attack it.it from that long distance.



* StoneWall: Host Stations, at full power, take several hits from the most powerful vehicles in the game to fall. Their weapons systems are not nearly as impressive, serving more as a last line of defense. They are generally capable of engaging multiple targets though. Flak Stations count too. Their attacks actually range from laughable (The Resistance model) to fairly powerful (Mykonian and Black Sect variants), but their main advantage is being hard to destroy, and almost impossible for planes to even damage, because each shell knocks them further away. They also have impressive range, which lets them whittle down approaching tanks before they can attack.

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* StoneWall: StoneWall:
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Host Stations, at full power, take several hits from the most powerful vehicles in the game to fall. Their weapons systems are not nearly as impressive, serving more as a last line of defense. They are generally capable of engaging multiple targets though. though.
**
Flak Stations count too. Their attacks actually range from laughable (The Resistance model) to fairly powerful (Mykonian and Black Sect variants), but their main advantage is being hard to destroy, and almost impossible for planes to even damage, because each shell knocks them further away. They also have impressive range, which lets them whittle down approaching tanks before they can attack.
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While the player can construct units, as in any RealTimeStrategy, the player can take control of any constructed unit at any point, granting it improved shielding and weapons in the process. These vehicles are always controlled from a first person view.



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While the player can construct units, as in any RealTimeStrategy, the player can take control of any constructed unit at any point, granting it improved shielding and weapons in the process. These vehicles are always controlled from a first person view.


view, hence possessing the First Person Shooter element.





** The Taerkasten Bomber Zeppelin. It has the most powerful bomb in the game, is the most durable vehicle in the game (It takes multiple hits from the Resistance Rhino to kill it at full-health), and peels back the fog of war better than a regular scout vehicle does. However, it is also one of the slowest air units, so slow that some heavy tanks - a vehicle class the Zeppelin is designed to defeat, actually outspeed it. It is also too slow and too big to play the role of a scout.
** The Taerkasten Thor's Hammer, a heavy tank only available in the unreleased Metropolis Dawn expansion. It is the equivalent of the Resistance Rhino, but with much heavier armor and a faster weapon reload rate (Both positives). Negatives? Everything else. Too slow to attack a host station, weaker firepower, and shorter range of projectile - Which is practically everything that the Rhino needs to differentiate itself from other ground units. It is also a bit too expensive to take the role of an anti-tank ground unit, something which Leonid tanks would be more cost-efficient at.

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** The Taerkasten Bomber Zeppelin. It has the most powerful bomb in the game, is the most durable vehicle in the game (It takes multiple hits from the Resistance Rhino to kill it at full-health), and peels back the fog of war better than a regular scout vehicle does. However, it is also one of the slowest air units, so slow that some heavy tanks - a vehicle class the Zeppelin is designed to defeat, actually outspeed it. It is also too slow and too big to play the role of a scout.
scout. They are really only somewhat useful as predeployed units for distraction purposes.
** The Taerkasten Thor's Hammer, a heavy tank only available in the unreleased Metropolis Dawn expansion. It is the equivalent of the Resistance Rhino, but with much heavier armor and a faster weapon reload rate (Both positives). Negatives? Everything else. Too slow to attack a host station, weaker firepower, and shorter range of projectile - Which is practically taking away everything that the a Rhino clone needs to differentiate itself from other ground units. It is also a bit too expensive to take the role of an anti-tank ground unit, something which Leonid tanks would be more cost-efficient at.
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** The Taerkasten Thor's Hammer, a heavy tank only available in the unreleased Metropolis Dawn expansion. It is the equivalent of the Resistance Rhino, but with much heavier armor and a faster weapon reload rate (Both positives). Negatives? Everything else. Too slow to attack a host station, weaker firepower, and shorter range of projectile - Which is practically everything that the Rhino needs to differentiate itself from other ground units. It is also a bit too expensive to take the role of an anti-tank unit, something which Leonid and bombers would be more cost-efficient.

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** The Taerkasten Thor's Hammer, a heavy tank only available in the unreleased Metropolis Dawn expansion. It is the equivalent of the Resistance Rhino, but with much heavier armor and a faster weapon reload rate (Both positives). Negatives? Everything else. Too slow to attack a host station, weaker firepower, and shorter range of projectile - Which is practically everything that the Rhino needs to differentiate itself from other ground units. It is also a bit too expensive to take the role of an anti-tank ground unit, something which Leonid and bombers tanks would be more cost-efficient.cost-efficient at.
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** The Taerkasten Thor's Hammer, a heavy tank only available in the unreleased Metropolis Dawn expansion. It is the equivalent of the Resistance Rhino, but with much heavier armor and a faster weapon reload rate (Both positives). Negatives? Everything else. Too slow to attack a host station, weaker firepower, and shorter range of projectile. It is also a bit too expensive to take the role of an anti-tank unit, something which Leonid and bombers would be more cost-efficient.

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** The Taerkasten Thor's Hammer, a heavy tank only available in the unreleased Metropolis Dawn expansion. It is the equivalent of the Resistance Rhino, but with much heavier armor and a faster weapon reload rate (Both positives). Negatives? Everything else. Too slow to attack a host station, weaker firepower, and shorter range of projectile.projectile - Which is practically everything that the Rhino needs to differentiate itself from other ground units. It is also a bit too expensive to take the role of an anti-tank unit, something which Leonid and bombers would be more cost-efficient.

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* AwesomeButImpractical:
** The Taerkasten Bomber Zeppelin. It has the most powerful bomb in the game, is the most durable vehicle in the game (It takes multiple hits from the Resistance Rhino to kill it at full-health), and peels back the fog of war better than a regular scout vehicle does. However, it is also one of the slowest air units, so slow that some heavy tanks - a vehicle class the Zeppelin is designed to defeat, actually outspeed it. It is also too slow and too big to play the role of a scout.
** The Taerkasten Thor's Hammer, a heavy tank only available in the unreleased Metropolis Dawn expansion. It is the equivalent of the Resistance Rhino, but with much heavier armor and a faster weapon reload rate (Both positives). Negatives? Everything else. Too slow to attack a host station, weaker firepower, and shorter range of projectile. It is also a bit too expensive to take the role of an anti-tank unit, something which Leonid and bombers would be more cost-efficient.



** The Resistance Rock Sled is only usable if the player takes direct control of.
** Another extreme example is the Taerkasten Bomber Zeppelin. It has the most powerful bomb in the game, is the most durable vehicle in the game (It takes multiple hits from the Resistance Rhino to kill it at full-health), and even peels back the fog of war better than a regular scout vehicle does. However, it is also one of the slowest air units, so slow that it is practically useless in an attacking role and fares just as badly if taking the role of a scout.

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** The Resistance Rock Sled is only usable if the player takes direct control of.
** Another extreme example
of. Its sole purpose is the Taerkasten Bomber Zeppelin. It has the most powerful bomb in the game, is the most durable vehicle in the game (It takes multiple hits from the Resistance Rhino to kill it at full-health), and even peels back the fog of war better than a regular scout vehicle does. However, it is also one of the slowest air units, so slow that it is practically useless in an attacking role and fares just as badly if taking the role of a scout.suicide bomber, capable of a sector-wide destructive wave.


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* MightyGlacier:
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* DittoFigher:

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* DittoFigher:DittoFighter:

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''Urban Assault'' is an RTS/FPS hybrid created by Terratools, published by Microsoft. The planet Earth has been polluted to the point of being almost uninhabitable, the remaining humans have splintered into rivaling factions, and the planet has been invaded by aliens set on claiming the planet for themselves. The player controls a member of the Resistance, who is physically wired into the faction's remaining hardware, creating a factory/floating battleship known as a Host Station. The ultimate goal is to fight from the Resistance's territory, Great Britain, towards the East, where the Mykonian "Parasite Machine" drains energy from the Earth's core, accelerating the deterioration of the planet and attracting even more aliens, the biological Sulgogars. The mission-to-mission goals vary, but generally consist of destroying all hostile host stations to cripple the enemy factions in that region.

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''Urban Assault'' is an RTS/FPS hybrid created by Terratools, published by Microsoft. The planet Earth has been polluted to the point of being almost uninhabitable, the remaining humans have splintered into rivaling factions, and the planet has been invaded by aliens set on claiming the planet for themselves. The player controls a member of the Resistance, who is physically wired into the faction's remaining hardware, creating a factory/floating battleship known as a Host Station. The ultimate goal is to fight from the Resistance's territory, Great Britain, towards the East, where the Mykonian "Parasite Machine" drains energy from the Earth's core, accelerating the deterioration of the planet and attracting even more aliens, the biological Sulgogars. The mission-to-mission goals vary, Each mission is equivalent to attacking a region. Completion of each mission requires capturing key sectors and advancing on the next region, but generally consist often the implied objective is the destruction of destroying all hostile host stations to cripple the enemy factions in that each region.



* BlackAndGrayMorality: The Mykonians, Sulgogars, and the Black Sect are consistently presented as the bad guys, while for the terran factions Resistance, Ghorkovs and Taerkastens it is somewhat ambiguous. Depending on which campaign you are playing (Resistance, Ghorkovs or Taerkastens), the terran faction you are playing for will demonize the other two terran factions.

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* BlackAndGrayMorality: The Mykonians, Sulgogars, and the Black Sect are were consistently presented portrayed as the bad guys, while for the terran factions Resistance, Ghorkovs and Taerkastens it is was somewhat ambiguous. Depending on which campaign you are playing (Resistance, Ghorkovs or Taerkastens), the terran faction you are playing for will demonize the other two terran factions.



* ConfusionFu: The player can attempt to use this tactic on the stupid AI-controlled enemies.
** Create a swarm of either Fireflies (If you are the Resistance) or Yings (If you are the Ghorkovs), and let them harrass an enemy host station. While the enemy is occupied with taking down these chaff, you can proceed with your intended plans (Destroy power stations / Attack enemy host stations).



* DittoFigher:
** The most versatile and arguably the most dangerous faction is the Black Sect. In every mission that the Black Sect appears in, it can create selected units from the factions that are in the particular region, including that of the player's faction. Making it worse for the player is that the Black Sect cannot be seen on the map, hence the player's Real Time Strategy skills will be greatly hampered.



** In particular the Resistance heavy helicopter Dragonfly, when controlled by the human player, can obliterate squads of heavy tanks, destroy enemy host stations, take on other helicopters, or even fast planes if the player is particularly good with his First Person Shooter skills.
** The most versatile and arguably the most dangerous faction is the Black Sect. In every mission that the Black Sect appears in, it possesses the capability to create units from the factions that are in the particular area, including that of the player's faction. Making it worse for the player is that the Black Sect cannot be seen on the map, hence the player's Real Time Strategy skills will be greatly hampered.
* MightyGlacier: Heavy tanks are this.

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** In particular the Resistance heavy helicopter Dragonfly, when controlled by the human player, can obliterate squads of heavy tanks, destroy enemy host stations, take on other helicopters, or even fast planes if the player is particularly good with his at First Person Shooter skills.
** The most versatile and arguably the most dangerous faction is the Black Sect. In every mission that the Black Sect appears in, it possesses the capability is able to create selected units from the factions that are in the particular area, region, including that of the player's faction. Making it worse for the player is that the Black Sect cannot be seen on the map, hence the player's Real Time Strategy skills will be greatly hampered.
* MightyGlacier: Heavy tanks are this.
faction.

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* AWinnerIsYou: Partly due to the trope GameplayAndStorySegregation, completing the game doesn't result in any new revelation or solid conclusion in the story line. Upon completion of the original campaign, a short video was played congratulating the player for destroying the parasite.



* CloseRangeCombatant:
** All heavy tanks rely on close range combat when attacking an enemy host station
** The human-controlled Resistance Rock Sled. When the player choose to set off its explosives, it creates a sector wide of destruction.
** The Resistance Dragonfly, Myko X01 Quadda, and the Ghorkovian Gigant had extreme damage output per second, exceeding the Rhino. The player needs to steer it near the enemy though.
** The Black Sect flak station had a noticeably short attack range, but reloads quickly and hits hard.



* JackOfAllStats:
** The Resistance faction had the most variety of units to choose from (Besides the Black Sect), it has a mix of both heavily-armored and lightly-armored units. It has a good range of tanks, helicopters, and planes, which with the player's guidance, can even be used outside of their intended specialization. When all units for the Resistance are unlocked, the player will usually be able to find a suitable unit to use for any particular task at hand.
* KeystoneArmy: Destroying an enemy host station would automatically destroy all the vehicles it created. If the enemy host station is the only host station of an enemy faction left in the region, all the territories belonging to this enemy faction will be given to the faction that destroyed it.



* MasterOfAll: Some units are in this category, especially when directly controlled by the human player.
** The Resistance faction had the most variety of units to choose from (Besides the Black Sect), it has a mix of both heavily-armored and lightly-armored units. It has a good range of tanks, helicopters, and planes, which with the player's guidance, can even be used outside of their intended specialization. When all units for the Resistance are unlocked, the player will usually be able to find a suitable unit to use for any particular task at hand.

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* LongRangeFighter:
** The human-controlled Resistance Rhino is the best example of this trope in the game. Its rockets can travel several sectors. This means that the Rhino can snipe an enemy while the latter is unable to directly attack it.
* MasterOfAll: Some units are in this category, especially category when directly controlled by the human player.
** The Resistance faction had the most variety of units to choose from (Besides the Black Sect), it has a mix of both heavily-armored and lightly-armored units. It has a good range of tanks, helicopters, and planes, which with the player's guidance, can even be used outside of their intended specialization. When all units for the Resistance are unlocked, the player will usually be able to find a suitable unit to use for any particular task at hand.
player.
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** Once a flak station is destroyed in a particular sector, the enemy host station will not rebuild it on the same sector, instead often choosing an adjacent sector to rebuild it. If the player kept wrecking the enemy's flak stations, the enemy host station will eventually run out of sectors to build its flak stations on, assuming it still has enough energy.



* BlackAndGrayMorality: The Mykonians, Sulgogars, and the Black Sect are consistently presented as the bad guys, while for the terran factions Resistance, Ghorkovs and Taerkastens it is somewhat ambiguous. Depending on which campaign you are playing (Resistance, Ghorkovs or Taerkastens), the terran faction you are playing for will demonize the other two terran factions.



* CallBack: In the unreleased Metropolis Dawn expansion, there is a mission named Dejavu in the Taerkasten campaign, that allows you to revisit the region from Pedestal Mountain of the original Resistance campaign.



** The Parasite machine (Which made an appearance in both the original campaign and the unreleased Ghorkov campaign) plays a big role in the story, where you are requested to destroy it. In actual gameplay it only means that you need to take control of a Stoudson bomb before its countdown reaches 0, eliminating everyone in the region.
** In a specific instance, the mission Dark Zone requests for you to bring in any surviving Gigants (Which was stolen for your purpose) over to the next mission. Whether you do it or not is of no consequence to the storyline.

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** The Parasite machine (Which made an appearance in both the original campaign and the unreleased Ghorkov campaign) plays a big role in the story, where you are requested to destroy it. In actual gameplay it only means that you need to take control of a Stoudson bomb before its countdown reaches 0, hence eliminating everyone you and all other enemies in the region.
** In a specific instance, the mission Dark Zone requests for you to bring in any surviving Gigants (Which was were stolen for your purpose) over to the next mission. Whether you do it or not is of no consequence to the storyline.



* MasterOfAll: Some units are in this category, especially when directly controlled by you, the human player.

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* MasterOfAll: Some units are in this category, especially when directly controlled by you, the human player.

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** Another extreme example is the Taerkasten Bomber Zeppelin. It has the most powerful bomb in the game, is the most durable vehicle in the game (It takes multiple hits from the Resistance Rhino to kill it at full-health), and even peels back the fog of war better than a regular scout vehicle does. However, it is also one of the slowest air units, so slow that it is practically useless even when attacking tanks.

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** Another extreme example is the Taerkasten Bomber Zeppelin. It has the most powerful bomb in the game, is the most durable vehicle in the game (It takes multiple hits from the Resistance Rhino to kill it at full-health), and even peels back the fog of war better than a regular scout vehicle does. However, it is also one of the slowest air units, so slow that it is practically useless even when in an attacking tanks.role and fares just as badly if taking the role of a scout.



** The mission briefings sometimes asks you to destroy certain buildings/objects. This often translates to you as the player simply capturing them as key sectors so as to be able to complete the mission. There is actually no strict need to destroy anything within the key sectors.

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** The mission briefings sometimes asks you to destroy certain buildings/objects.buildings/objects (key sectors). This often translates to you as the player simply capturing them as key sectors so as to be able to complete the mission. There is actually no strict need to destroy anything within the key sectors.sectors.
** The Parasite machine (Which made an appearance in both the original campaign and the unreleased Ghorkov campaign) plays a big role in the story, where you are requested to destroy it. In actual gameplay it only means that you need to take control of a Stoudson bomb before its countdown reaches 0, eliminating everyone in the region.



* GlassCannon: The Resistance Rhino and Rock Sled, also the Taerkasten Bronsteijn. Low shielding, but if they hit their targets, they will do impressive amounts of damage. The Bronsteijn can heavily damage a single unit. The Rock Sled is a fragile suicide unit built to destroy squads of tanks or enemy host stations. The Rhino is also meant for destroying enemy host stations with its long-ranged rocket attacks, and its rocket can one-shot-kill almost any vehicle that isn't a host station.

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* GlassCannon: The Resistance Rhino and Rhino, Rock Sled, and also the Taerkasten Bronsteijn. Low shielding, but if they hit their targets, they will do impressive amounts of damage. The Bronsteijn can heavily damage a single unit. The Rock Sled is a fragile suicide unit built to destroy squads of tanks or enemy host stations. The Rhino is also meant for destroying enemy host stations with its long-ranged rocket attacks, and its rocket can one-shot-kill one-hit-kill almost any vehicle that isn't a host station.



* HoldTheLine: There's a few missions where the objective is to control all the Stoudson bomb trigger points until it detonates. 1 memorable mission has you hold a hill against 5-6 Host Stations until the timer runs out. For an added challenge, go on offense.

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* HoldTheLine: There's a few missions where the objective is to control all the Stoudson bomb trigger points until it detonates. 1 memorable The Hamburger Hill mission has you hold a hill against 5-6 Host Stations until the timer runs out. For an added challenge, go on offense.



** From a faction-perspective, the Taerkastens fall into this category. Worst of all is the Taerkasten Leonid tank, which absorbs massive amounts of punishment before going down. In the unreleased Metropolis Dawn campaign, where you get to play as the Taerkastens, a fully upgraded Leonid at full-health is even capable of surviving a non-upgraded shot from the Resistance Rhino.

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** From a faction-perspective, the Taerkastens fall into this category. Worst of all is the Taerkasten Leonid tank, which absorbs hits hard and is also capable of absorbing massive amounts of punishment before going down. In the unreleased Metropolis Dawn campaign, where you get to play as the Taerkastens, a fully upgraded Leonid at full-health is even capable of surviving a non-upgraded shot from the Resistance Rhino.



* SelfImposedChallenge: On the stoudson bomb missions, some players will instead opt to destroy the enemy the old-fashioned way.

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* SelfImposedChallenge: On missions involving the stoudson bomb missions, Stoudson Bomb, some players will instead opt to destroy the enemy the old-fashioned way.way. This is not a completely fruitless endeavor, because direct destruction of an enemy host station grants more space for the player's troops to bring over for the next mission.

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** In some missions, the enemy host stations are programmed to never move at all. This presents an easy opportunity for the player to cripple them by simply destroying their power source. This weakness can be exploited in the Hamburger Hill mission of the original campaign, which is otherwise frustratingly difficult to simply just defend.

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** In some missions, the enemy host stations are programmed not to never move at all. all, and at the same time lack the ability to create their own power source. This presents an easy opportunity for the player to cripple them by simply destroying their power source. sources. This weakness can be exploited is recommended for exploitation in the Hamburger Hill mission of the original campaign, which is otherwise frustratingly difficult to simply just defend.



* CripplingOverspecialization: Many of the vehicles are subject to this. The worst hit are heavy tanks. They are so slow to maneuver that a single well-controlled helicopter can dismantle an entire formation. Also averted in some cases, such as when the AI defeats your choppers with bombers by flying above them.
** The Sulgogars as an entire faction fall into this category. They have the most powerful units in the game, but they had very little variety (A grand total of 4 different air units to choose from) and they can't create their own power source. They are the least versatile faction.
** The Resistance Rhino applies too. It is pretty useless outside of destroying enemy host stations - Which still requires the player to take direct control of to use effectively.

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* CripplingOverspecialization: Many of the vehicles are subject to this. The worst hit are heavy tanks. They tanks and bombers. Most heavy tanks are so slow to maneuver that a single well-controlled helicopter can dismantle an entire formation.formation. Bombers are specialized for attacking tanks and aren't effective against anything else. Also averted in some cases, such as when the AI defeats your choppers with bombers by flying above them.
** The From a faction-perspective, the Sulgogars as an entire faction fall into this category. They have the most powerful units in the game, but they had very little variety (A grand total of 4 different air units to choose from) and they can't create their own power source. They are source, hence making them the least versatile faction.
** The Resistance Rhino applies too.is a good example. It is pretty useless outside of destroying enemy host stations - Which still requires the player to take direct control of to use effectively.



** Another extreme example is the Taerkasten Bomber Zeppelin. It has the most powerful bomb in the game, is the most durable vehicle in the game (It takes multiple hits from the Resistance Rhino to kill it at full-health), and even peels back the fog of war better than a regular scout vehicle does. However, it is also one of the slowest air units, so slow that it is practically useless even when attacking tanks.



* GlassCannon: The Resistance Rhino and Rock Sled, also the Taerkasten Bronsteijn. Weak armored, but if they hit their targets, they will do impressive amounts of damage. The Bronsteijn can heavily damage a single unit. The Rock Sled is a fragile suicide unit built to destroy squads of tanks or enemy host stations (It dies in one-shot). The Rhino is also meant for destroying enemy host stations with its long-ranged rocket attacks, and its rocket can one-shot-kill almost any vehicle that isn't a host station.
** The entire faction of Mykonians fall into this category. An attack squad of Myko X01 Quaddas is capable of obliterating a full-health Resistance Host Station in seconds.

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* GlassCannon: The Resistance Rhino and Rock Sled, also the Taerkasten Bronsteijn. Weak armored, Low shielding, but if they hit their targets, they will do impressive amounts of damage. The Bronsteijn can heavily damage a single unit. The Rock Sled is a fragile suicide unit built to destroy squads of tanks or enemy host stations (It dies in one-shot).stations. The Rhino is also meant for destroying enemy host stations with its long-ranged rocket attacks, and its rocket can one-shot-kill almost any vehicle that isn't a host station.
** The entire faction of From a faction-perspective, the Mykonians fall into this category. An attack squad of Myko X01 Quaddas is capable of obliterating a full-health Resistance Host Station in seconds.



** Of note is the Taerkasten's fast plane Phantom, heavy armor, strong weaponry and still possess above average speeds. However, it is slower when comparing with other fast planes.
** The Mykonians' X01 Quadda and Sulgogars' Slime Lord somewhat fulfills this criteria. Both are anti-host station air units with medium speeds, medium shielding, and powerful weaponry, but due to their versatility (They can be used to fight other air units too), they are the most feared units of their respective factions.

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** Of note is the Taerkasten's fast plane Phantom, heavy armor, strong weaponry and still possess above average speeds. However, it is still slower when comparing with other fast planes.
** The Mykonians' X01 Quadda and Sulgogars' Slime Lord somewhat roughly fulfills this criteria. Both are anti-host station air units with medium speeds, medium shielding, and powerful weaponry, medium speeds and medium durability, but due to their versatility (They can be used to fight other air units too), they are the most feared units of their respective factions.



** In particular the Resistance heavy helicopter Dragonfly, when controlled by the human player, can obliterate squads of heavy tanks, destroy enemy host stations, take on other helicopters, or even fast planes if the player is skillful enough.

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** In particular the Resistance heavy helicopter Dragonfly, when controlled by the human player, can obliterate squads of heavy tanks, destroy enemy host stations, take on other helicopters, or even fast planes if the player is skillful enough.particularly good with his First Person Shooter skills.



** Factions-wise, the Taerkastens fall into this category. Worst of all is the Taerkasten leonid tank, which absorbs massive amounts of punishment before going down. In the unreleased Metropolis Dawn campaign, where you get to play as the Taerkastens, a fully upgraded Leonid at full-health is even capable of surviving a single-shot from the Resistance Rhino.

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** Factions-wise, From a faction-perspective, the Taerkastens fall into this category. Worst of all is the Taerkasten leonid Leonid tank, which absorbs massive amounts of punishment before going down. In the unreleased Metropolis Dawn campaign, where you get to play as the Taerkastens, a fully upgraded Leonid at full-health is even capable of surviving a single-shot non-upgraded shot from the Resistance Rhino.



* RidiculouslyFastConstruction: The player can build a power plant, or an tank battalion, in seconds. Eventually, the player can combine this with high-output power stations and build a tank battalion every 10 seconds.

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* RidiculouslyFastConstruction: The player can build a power plant, or an a tank battalion, in seconds. Eventually, the player can combine this with high-output power stations and build a tank battalion every 10 seconds.
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* GameplayAndStorySegregation: Lots of, in both the original campaign and the unreleased Metropolis Dawn expansion.
** The mission briefings talks about humans living in the war zone area. There are no humans seen in the actual gameplay.
** The mission briefings sometimes asks you to destroy certain buildings/objects. This often translates to you as the player simply capturing them as key sectors so as to be able to complete the mission. There is actually no strict need to destroy anything within the key sectors.
** In a specific instance, the mission Dark Zone requests for you to bring in any surviving Gigants (Which was stolen for your purpose) over to the next mission. Whether you do it or not is of no consequence to the storyline.
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* AliensAreBastards: The Mykonians and Sulgogars.

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* AliensAreBastards: The Mykonians and Sulgogars.Sulgogars as described in the mission briefings.
** The Mykonians treats humans as pests of planet earth, and seeks to absorb the earth of its energies. The original campaign's storyline kind of treats them as the BigBad.
** The Sulgogars eats humans, and the Resistance mission briefings implies that they are sadistic towards their food (That is, the humans).
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** Partly due to the way the game is programmed, the Black Sect cannot be seen by the player on the map (The Real Time Strategy aspect of the game) but the other enemy factions are capable of "seeing" them.
** Inverted with the player at times. Although the player's host station is immobile, it is capable of teleporting, which is a huge advantage compared to the enemy host stations which can only move. Hence a standard hit-and-run tactic is to capture a power station that is near an enemy host station, teleport your own host station (Teleporting to a power station that belongs to you costs zero energy) to that power station, create some anti-host station units to destroy the enemy, and quickly teleport back to your own base for safety.
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** The enemy host stations will sometimes move to a target destination (Either to evacuate to another base, or to build a radar station). What the programmers of the game did not account for is that the pathway to the destination may have units waiting to ambush any incoming enemies......
** In some missions, the enemy host stations are programmed to never move at all. This presents an easy opportunity for the player to cripple them by simply destroying their power source. This weakness can be exploited in the Hamburger Hill mission of the original campaign, which is otherwise frustratingly difficult to simply just defend.



* GlassCannon: The Resistance Rhino and Rock Sled, also the Taerkasten Bronsteijn. Weak armored, but if they hit their targets, they will do impressive amounts of damage. The Bronsteijn can heavily damage a single unit. The Rock Sled is a fragile suicide unit built to destroy squads of tanks or enemy host stations (It dies in one-shot). The Rhino is also meant for destroying enemy host stations with its long-ranged rocket attacks, and its rocket can one-shot-kill almost any vehicle in the game.

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* GlassCannon: The Resistance Rhino and Rock Sled, also the Taerkasten Bronsteijn. Weak armored, but if they hit their targets, they will do impressive amounts of damage. The Bronsteijn can heavily damage a single unit. The Rock Sled is a fragile suicide unit built to destroy squads of tanks or enemy host stations (It dies in one-shot). The Rhino is also meant for destroying enemy host stations with its long-ranged rocket attacks, and its rocket can one-shot-kill almost any vehicle in the game.that isn't a host station.
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** The Resistance faction had the most variety of units to choose from (Outside of the Black Sect), it has a mix of both heavily-armored and lightly-armored units.

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** The Resistance faction had the most variety of units to choose from (Outside of (Besides the Black Sect), it has a mix of both heavily-armored and lightly-armored units.units. It has a good range of tanks, helicopters, and planes, which with the player's guidance, can even be used outside of their intended specialization. When all units for the Resistance are unlocked, the player will usually be able to find a suitable unit to use for any particular task at hand.



** The most versatile faction is

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** The most versatile and arguably the most dangerous faction isis the Black Sect. In every mission that the Black Sect appears in, it possesses the capability to create units from the factions that are in the particular area, including that of the player's faction. Making it worse for the player is that the Black Sect cannot be seen on the map, hence the player's Real Time Strategy skills will be greatly hampered.
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** The Sulgogars as an entire faction fall into this category. They have the most powerful units in the game, but they had very little variety (A grand total of 4 air units) and they can't create their own power source.
** The Resistance Rhino applies too. It is pretty useless outside of destroying enemy host stations - Which requires the player to take direct control of to use effectively.

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** The Sulgogars as an entire faction fall into this category. They have the most powerful units in the game, but they had very little variety (A grand total of 4 different air units) units to choose from) and they can't create their own power source.
source. They are the least versatile faction.
** The Resistance Rhino applies too. It is pretty useless outside of destroying enemy host stations - Which still requires the player to take direct control of to use effectively.effectively.
** The Resistance Rock Sled is only usable if the player takes direct control of.



* MasterOfAll: Some units are in this category, especially when controlled by you, the human player.

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* MasterOfAll: Some units are in this category, especially when directly controlled by you, the human player.player.
** The Resistance faction had the most variety of units to choose from (Outside of the Black Sect), it has a mix of both heavily-armored and lightly-armored units.
** In particular the Resistance heavy helicopter Dragonfly, when controlled by the human player, can obliterate squads of heavy tanks, destroy enemy host stations, take on other helicopters, or even fast planes if the player is skillful enough.
** The most versatile faction is



* TheComputerIsACheatingBastard: It's either this or ArtificialBrilliance, but I'm guessing that killing air units with bombers wasn't intended by the programmers. They'll generally find any flaws in the TacticalRockPaperScissors scheme and exploit them mercilessly. Their power stations are always at full efficiency, so they'll be throwing waves of units at you even when they shouldn't be able to.

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* TheComputerIsACheatingBastard: It's either this or ArtificialBrilliance, but I'm guessing that killing air units with bombers wasn't intended by the programmers. They'll generally find any flaws in the TacticalRockPaperScissors scheme and exploit them mercilessly. Their power stations are always at full efficiency, so they'll be throwing waves of units at you even when they shouldn't be able to.
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** The Sulgogars as an entire faction fall into this category. They have the most powerful units in the game, but they had very little variety (A grand total of 4 air units) and they can't create their own power source.
** The Resistance Rhino applies too. It is pretty useless outside of destroying enemy host stations - Which requires the player to take direct control of to use effectively.



** Many Mykonian units fall into this category. The Myko Air Stick is one of fastest planes in the game, but has one of the worst shielding too. The same applies for the Myko Bomber.
** Taerkasten Serp is a suicide air unit with weak shielding and fast speed.



** The entire faction of Mykonians fall into this category. An attack squad of Mykonian X01 Quaddas is capable of obliterating a full-health Resistance Host Station in seconds.

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** The entire faction of Mykonians fall into this category. An attack squad of Mykonian Myko X01 Quaddas is capable of obliterating a full-health Resistance Host Station in seconds.



** Of note is the Taerkasten's plane Phantom, heavy armor, strong weaponry and still possess above average speeds. However, it is slower when comparing with other fast planes.

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** Of note is the Taerkasten's fast plane Phantom, heavy armor, strong weaponry and still possess above average speeds. However, it is slower when comparing with other fast planes.planes.
** The Mykonians' X01 Quadda and Sulgogars' Slime Lord somewhat fulfills this criteria. Both are anti-host station air units with medium speeds, medium shielding, and powerful weaponry, but due to their versatility (They can be used to fight other air units too), they are the most feared units of their respective factions.
* MasterOfAll: Some units are in this category, especially when controlled by you, the human player.
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* GlassCannon: The Resistance Rhino and Rock Sled, also the Taerkasten Flying Ion Cannon. If they reach their targets, they will do impressive amounts of damage. The Ion Cannon and Rhino can heavily damage a single unit, while the Rock Sled is wired with explosives.
** This term also applies to the entire Mykonian race.

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* GlassCannon: The Resistance Rhino and Rock Sled, also the Taerkasten Flying Ion Cannon. If Bronsteijn. Weak armored, but if they reach hit their targets, they will do impressive amounts of damage. The Ion Cannon and Rhino Bronsteijn can heavily damage a single unit, while the unit. The Rock Sled is wired a fragile suicide unit built to destroy squads of tanks or enemy host stations (It dies in one-shot). The Rhino is also meant for destroying enemy host stations with explosives.
** This term also applies to
its long-ranged rocket attacks, and its rocket can one-shot-kill almost any vehicle in the game.
** The
entire faction of Mykonians fall into this category. An attack squad of Mykonian race.X01 Quaddas is capable of obliterating a full-health Resistance Host Station in seconds.
** The Sulgogars faction somewhat fulfills this criteria too. The Sulgogars had the most powerful weapons in the game, but they are easily defeated with anti-air tanks and they cannot create their own power source, making them easy to kill if you are using the right tactics and units.



%%* LightningBruiser: A handful of aircraft fall under this, combining impressive firepower with the ability to cross the battlefield in the span of a few seconds.
%%* MightyGlacier: Heavy tanks are this.

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%%* * LightningBruiser: A handful of aircraft fall under this, combining impressive firepower with the ability to cross the battlefield in the span of a few seconds.
%%* ** Of note is the Taerkasten's plane Phantom, heavy armor, strong weaponry and still possess above average speeds. However, it is slower when comparing with other fast planes.
*
MightyGlacier: Heavy tanks are this.
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* GlassCannon: The Resistance Rhino and Rock Sled, also the Taerkasten Flying Ion Cannon. If they reach their targets, they will do impressive amounts of damage. The Ion Cannon and Rhino can heavily damage a single unit, while the Rock Sled is wired with explosives. This term also applies to the entire Mykonian race.

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* GlassCannon: The Resistance Rhino and Rock Sled, also the Taerkasten Flying Ion Cannon. If they reach their targets, they will do impressive amounts of damage. The Ion Cannon and Rhino can heavily damage a single unit, while the Rock Sled is wired with explosives. explosives.
**
This term also applies to the entire Mykonian race.



%%* MightyGlacier: Heavy tanks and most Taerkasten units are this. Worst of all is the Taerkasten leonid tank, which absorbs stupid amounts of punishment before going down. The Black Sect Host Station applies as well, combining a Host Station's prodigious energy reserves with multiple high power defense cannons.

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%%* MightyGlacier: Heavy tanks and most Taerkasten units are this. this.
** Factions-wise, the Taerkastens fall into this category.
Worst of all is the Taerkasten leonid tank, which absorbs stupid massive amounts of punishment before going down. The In the unreleased Metropolis Dawn campaign, where you get to play as the Taerkastens, a fully upgraded Leonid at full-health is even capable of surviving a single-shot from the Resistance Rhino.
** Host Stations-wise, the
Black Sect Host Station applies as well, combining a has the 2nd highest shielding, next to the Resistance Host Station's prodigious energy reserves with multiple high power defense cannons.Station. However, the Black Sect Host Station has superior weaponry.
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The Lightning Bruiser example is vague (which aircraft?) and doesn\'t speak to whether they\'re tough as well as fast and strong. The Mighty Glacier example does not say whether the examples are slow in addition to strong. Please add context.


* LightningBruiser: A handful of aircraft fall under this, combining impressive firepower with the ability to cross the battlefield in the span of a few seconds.
* MightyGlacier: Heavy tanks and most Taerkasten units are this. Worst of all is the Taerkasten leonid tank, which absorbs stupid amounts of punishment before going down. The Black Sect Host Station applies as well, combining a Host Station's prodigious energy reserves with multiple high power defense cannons.

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* %%* LightningBruiser: A handful of aircraft fall under this, combining impressive firepower with the ability to cross the battlefield in the span of a few seconds.
* %%* MightyGlacier: Heavy tanks and most Taerkasten units are this. Worst of all is the Taerkasten leonid tank, which absorbs stupid amounts of punishment before going down. The Black Sect Host Station applies as well, combining a Host Station's prodigious energy reserves with multiple high power defense cannons.
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late-game


* WeDoTheImpossible: Most of the mission briefings tell you outright that it's a suicide mission. But you're the only one left, so you don't get any choice in the matter.

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* WeDoTheImpossible: Most of the late-game mission briefings tell you outright that it's a suicide mission. But you're the only one left, so you don't get any choice in the matter.
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Spelling


''Urban Assault'' is an RTS/FPS hybrid created by Terratools, published by Microsoft. The planet Earth has been polluted to the point of being almost uninhabitable, the remaining humans have splintered into rivaling factions, and the planet has been invaded by aliens set on claiming the planet for themselves. The player controls a member of the Resistance, who is physically wired into the faction's remaining hardware, creating a factory/floating battleship known as a Host Station. The ultimate goal is to fight from the Resistance's territory, Great Britain, towards the East, where the Mykonian "Parasite Machine" drains energy from the Earth's core, accelerating the deterioration of the planet and attracking even more aliens, the biological Sulgogars. The mission-to-mission goals vary, but generally consist of destroying all hostile host stations to cripple the enemy factions in that region.

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''Urban Assault'' is an RTS/FPS hybrid created by Terratools, published by Microsoft. The planet Earth has been polluted to the point of being almost uninhabitable, the remaining humans have splintered into rivaling factions, and the planet has been invaded by aliens set on claiming the planet for themselves. The player controls a member of the Resistance, who is physically wired into the faction's remaining hardware, creating a factory/floating battleship known as a Host Station. The ultimate goal is to fight from the Resistance's territory, Great Britain, towards the East, where the Mykonian "Parasite Machine" drains energy from the Earth's core, accelerating the deterioration of the planet and attracking attracting even more aliens, the biological Sulgogars. The mission-to-mission goals vary, but generally consist of destroying all hostile host stations to cripple the enemy factions in that region.
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Added DiffLines:

''Urban Assault'' is an RTS/FPS hybrid created by Terratools, published by Microsoft. The planet Earth has been polluted to the point of being almost uninhabitable, the remaining humans have splintered into rivaling factions, and the planet has been invaded by aliens set on claiming the planet for themselves. The player controls a member of the Resistance, who is physically wired into the faction's remaining hardware, creating a factory/floating battleship known as a Host Station. The ultimate goal is to fight from the Resistance's territory, Great Britain, towards the East, where the Mykonian "Parasite Machine" drains energy from the Earth's core, accelerating the deterioration of the planet and attracking even more aliens, the biological Sulgogars. The mission-to-mission goals vary, but generally consist of destroying all hostile host stations to cripple the enemy factions in that region.

While the player can construct units, as in any RealTimeStrategy, the player can take control of any constructed unit at any point, granting it improved shielding and weapons in the process. These vehicles are always controlled from a first person view.



------
Tropes present in this work include:

* AfterTheEnd
* AliensAreBastards: The Mykonians and Sulgogars.
* ArbitraryHeadcountLimit: Surprisingly averted. Build units until the game almost crashes if you want.
* ArtificialStupidity: Your drones are sadly incompetent in many circumstances. The weaker ones will generally die before firing off a shot unless you're piloting them. And good luck with getting them to traverse the maze of buildings leading to the enemy base. The good news is, the clumsy path-finding works both ways, so enjoy obliterating the Mykonians while they get caught on the sides of skyscrapers.
* AuthorityEqualsAsskicking: Host Stations are piloted by commanders, and are the strongest units on the field. Also, any vehicle the player takes control of gains improvements in attack power and shielding.
* BlownAcrossTheRoom: It's a major gameplay mechanic, no less. The main advantage of anti-air units is that they knock back aircraft with each impact. This stops them from reaching their original target, and makes them easier prey for vehicles with slower weapons.
* CastFromHitPoints: Vehicles are made of energy, which is used up when they fire. However, the process is so slow that units are rarely lost in this fashion.
* CripplingOverspecialization: Many of the vehicles are subject to this. The worst hit are heavy tanks. They are so slow to maneuver that a single well-controlled helicopter can dismantle an entire formation. Also averted in some cases, such as when the AI defeats your choppers with bombers by flying above them.
* EasyLogistics: Your vehicles create their ammo from their reserved energy stores. The host station creates said vehicles the same way. Thus, the only thing that matters is having enough energy.
* ElectronicSpeechImpediment
-->"Mission failed. Host...station...destroyed."
* FragileSpeedster: Most of the air units fall under this. Learn to dodge enemy fire, because they can't take a hit. Oddly enough, this also applies to several tanks.
* GlassCannon: The Resistance Rhino and Rock Sled, also the Taerkasten Flying Ion Cannon. If they reach their targets, they will do impressive amounts of damage. The Ion Cannon and Rhino can heavily damage a single unit, while the Rock Sled is wired with explosives. This term also applies to the entire Mykonian race.
* HoldTheLine: There's a few missions where the objective is to control all the Stoudson bomb trigger points until it detonates. 1 memorable mission has you hold a hill against 5-6 Host Stations until the timer runs out. For an added challenge, go on offense.
* ItsUpToYou: No, really. You're piloting the last Host Station the Resistance has. So you'll be conquering an entire landmass single-handedly.
* LaResistance: The Resistance, of course.
* LightningBruiser: A handful of aircraft fall under this, combining impressive firepower with the ability to cross the battlefield in the span of a few seconds.
* MightyGlacier: Heavy tanks and most Taerkasten units are this. Worst of all is the Taerkasten leonid tank, which absorbs stupid amounts of punishment before going down. The Black Sect Host Station applies as well, combining a Host Station's prodigious energy reserves with multiple high power defense cannons.
* NoRecycling: Destroyed vehicles leave an energy residue. Driving through it adds a small amount of energy to the Host Station's reserves, and heals the unit itself.
* ReinventingTheWheel: Thankfully averted. All research upgrades stay with you for the entire game. This was intended, as the player obtains more powerful schematics as they travel to the east to counter more powerful enemies.
* RidiculouslyFastConstruction: The player can build a power plant, or an tank battalion, in seconds. Eventually, the player can combine this with high-output power stations and build a tank battalion every 10 seconds.
* RiskStyleMap
* StartingUnits: Sometimes, they'll merely be units you haven't unlocked yet. One mission however includes 3 captured and refitted enemy Gigants. Once they are lost, they're gone. Also of note are the Bronsteijn Flying Ion Cannons, which can only be built in 1 stage.
* SelfImposedChallenge: On the stoudson bomb missions, some players will instead opt to destroy the enemy the old-fashioned way.
* StoneWall: Host Stations, at full power, take several hits from the most powerful vehicles in the game to fall. Their weapons systems are not nearly as impressive, serving more as a last line of defense. They are generally capable of engaging multiple targets though. Flak Stations count too. Their attacks actually range from laughable (The Resistance model) to fairly powerful (Mykonian and Black Sect variants), but their main advantage is being hard to destroy, and almost impossible for planes to even damage, because each shell knocks them further away. They also have impressive range, which lets them whittle down approaching tanks before they can attack.
* TheComputerIsACheatingBastard: It's either this or ArtificialBrilliance, but I'm guessing that killing air units with bombers wasn't intended by the programmers. They'll generally find any flaws in the TacticalRockPaperScissors scheme and exploit them mercilessly. Their power stations are always at full efficiency, so they'll be throwing waves of units at you even when they shouldn't be able to.
* WeDoTheImpossible: Most of the mission briefings tell you outright that it's a suicide mission. But you're the only one left, so you don't get any choice in the matter.
* ZergRush: Considering there's no unit cap, energy is ultimately unlimited, and defeating the enemy with convential tactics can be tricky, this strategy is used a great deal. By the player and the computer.

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