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Added: 1989

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* EmergencyWeapon:
** Many starts will give you a tier-1 Industrial Laser. With how low its damage is, it's of little use in normal combat, and isn't suitable for killing enemies, as they'll flee long before you can kill them. However, it allows you to defend yourself against asteroids, and is also suitable for arcade battles if you're good at evading projectiles.
** The "Stealth" quest allows you to use melee weapons, and you'll switch to your fists if you run out of ammo. However, simply holding a melee weapon will increase the damage you receive in combat, and since these weapons are also bad at dealing damage, they're only useful as a way to finish off a single wounded enemy.



* LimitedLoadout: No ship (not even Dominator bosses) can have more than five weapon slots, more than four artifact slots, and more than one slot for each other equipment type (one per type). Most generic ships have even less than that (military ships tend to miss gripper; civilian transport is unlikely to have more than 1 weapon slot; and so on).
* LodgedBladeRecycling: Stabbing the Maloq prince in the eye with a fork during the "Banquet" quest will result in him pulling the fork right out, then taking an eye for an eye.

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* LimitedLoadout: LimitedLoadout:
**
No ship (not even Dominator bosses) can have more than five weapon slots, more than four artifact slots, and more than one slot for each other equipment type (one per type). Most generic ships have even less than that (military ships tend to miss gripper; civilian transport is unlikely to have more than 1 weapon slot; and so on).
** In the "Stealth" quest, you can only carry a single weapon and no more. As such, running out of ammo during a firefight can easily lead to your death, since you receive more damage while unarmed.
* LodgedBladeRecycling: Stabbing the Maloq prince in the eye with a fork during the "Banquet" quest will result in him pulling the fork right out, [[EyeScream then taking an eye for an eye.eye]].


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* NeverBringAKnifeToAGunFight: Using melee weapons in the "Stealth" quest will greatly increase the damage you receive. Since they also do horrible damage, this makes it suicidal to use them against more than a single enemy.


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* OptionalStealth: The "Steath" quest allows you to sneak past the mercenaries by crouching. However, you still have to kill two specific pelengs in order to loot their plot-essential items, and getting the highest reward in the quest requires you to kill every enemy (including reinforcements).


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* TankControls: [[DownplayedTrope Downplayed]] with arcade battles - you can only go forwards or backwards, but you can turn while moving. Because of how slowly you turn, however, it still feels like controlling a tank, meaning that one of the player-favored tactics in arcade battles is to move backwards while shooting, as this allows for more flexibility than standing or moving forward.
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* {{Robinsonade}}: The "Lost Hero" quest begins with your flier getting shot down, forcing you to find a communicator and then survive for a few days until help arrives.
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* RecruitingTheCriminal: Some of the quests require you to have pirate rating as your dominant one, with some descriptions even noting the fact that you're being hired specifically for being a criminal. While most of these quests allow substituting with warrior or trader rating, a few are very strict and only allow pirates to take them.
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*** Once you get recruited into the cult, you're knocked with the Durdom-2 show (which translates to "Nuthouse-2"), which drives you crazy with how inane it is. It is an obvious reference to the Russian reality show Dom-2, which is infamous for having lots of drama and conflicts between the participants, with a huge hatedom perceiving it as being full of crazy people.

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*** Once you get recruited into the cult, you're knocked out with the Durdom-2 show (which translates to "Nuthouse-2"), which drives you crazy with how inane it is. It is an obvious reference to the Russian reality show Dom-2, which is infamous for having lots of drama and conflicts between the participants, with a huge hatedom perceiving it as being full of crazy people.
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We're not supposed to link Hatedom here, as it's Flame Bait.


*** The name itself clearly refers to Jehovah's Witnesses, a denomination of Chistianity
*** Once you get recruited into the cult, you're knocked with the Durdom-2 show (which translates to "Nuthouse-2"), which drives you crazy with how inane it is. It is an obvious reference to the Russian reality show Dom-2, which is infamous for having lots of drama and conflicts between the participants, with a huge {{Hatedom}} perceiving it as being full of crazy people.

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*** The titular group's name itself clearly refers to Jehovah's Witnesses, a controversial denomination of Chistianity
Christianity. They're portrayed as dangerous lunatics.
*** Once you get recruited into the cult, you're knocked with the Durdom-2 show (which translates to "Nuthouse-2"), which drives you crazy with how inane it is. It is an obvious reference to the Russian reality show Dom-2, which is infamous for having lots of drama and conflicts between the participants, with a huge {{Hatedom}} hatedom perceiving it as being full of crazy people.

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* {{Cult}}:
** The "Commune of Dominator Witnesses" quest has the titular cult, which considers Dominators to be the next evolution of mind, and is thus willing to engage in terrorism in order to prevent the Coalition from fighting them. The quest tasks you with infiltrating and destroying them.
** The "Easy Work" quest has [[spoiler:Molgaar's cult, which plans to make a new type of dominators. Fortunately, with your assistance, the local resistance will be able to destroy it.]]



** Trying to game on your computer in the "Commune of Dominator Witnesses" quest will have you wish that you brought your favorite video game - [[VideoGame/ParadiseCracked Cracked Paradise]].



** The "Commune of Dominator Witnesses" quest has a few:
*** The name itself clearly refers to Jehovah's Witnesses, a denomination of Chistianity
*** Once you get recruited into the cult, you're knocked with the Durdom-2 show (which translates to "Nuthouse-2"), which drives you crazy with how inane it is. It is an obvious reference to the Russian reality show Dom-2, which is infamous for having lots of drama and conflicts between the participants, with a huge {{Hatedom}} perceiving it as being full of crazy people.



* VigilanteMan: Civilian ships (even liners) tend to be very eager to fight pirates, gladly joining [[TorchesAndPitchforks the lynching]] even if the pirate didn't yet do anything wrong. If you piss off civilians, they will also turn hostile to you and take potshots if you pass by them, though they generally don't tend to give chase.

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* VigilanteMan: VigilanteMan:
**
Civilian ships (even liners) tend to be very eager to fight pirates, gladly joining [[TorchesAndPitchforks the lynching]] even if the pirate didn't yet do anything wrong. If you piss off civilians, they will also turn hostile to you and take potshots if you pass by them, though they generally don't tend to give chase.
** In the "Easy Work" quest, [[spoiler:the Gaalian woman you meet turns out to be the leader of the resistance to Molgaar's cult, as the local government isn't doing much to stop it. You also join her during the quest, [[JudgeJuryAndExecutioner although since Rangers have a lot more leeway when it comes to killing criminals]], you might not actually count as a vigilante.]]
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** The planetary battles never account for what types of Dominators actually were in the system before you received the system (only that there were any), and even whether some of the Dominator factions are still active or not, resulting in you sometimes receiving missions where you have to fight supposedly defeated Dominator series or two.

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** The planetary battles never account for what types of Dominators actually were in the system before you received the system mission (only that there were any), and even whether some of the Dominator factions are still active or not, resulting in you sometimes receiving missions where you have to fight supposedly defeated Dominator series or two.
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* ItAlwaysRainsAtFunerals: The slide for dying as a Human shows a family attending your grave, all while it's raining.
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** The planetary battles never account for what types of Dominators actually were in the system before you received the system (only that there were any), and even whether some of the Dominator factions are still active or not, resulting in you sometimes receiving missions where you have to fight supposedly defeated Dominator series or two.


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** Planetary battles can only be received in the systems recently attacked by Dominators, or liberated from them. Because of that, defeating Dominators before Pirate Clan would cut your access to them permanently. The game also allows to request to never receive that kind of quests when offered one; this decision is irreversible.


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** You receive the "Mail of Karagon" [[AchievementMockery achievement]] for failing delivery missions. It's a clear jab at Mail of Russia, which, in Russia itself, developed reputation of the slow, incompetent and careless structure that often misses, misplaces or damages packages, and became the butt of countless jokes.

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* DisproportionateRetribution: Hitting the guard's booth with the crowbar in the "Ministry" quest will result in him grabbing a plasma shotgun and trying to kill you, instead of calling the police or trying to detain you, even though the booth didn't have any dent in it. Just to make it weirder, he won't be offended if you punch his booth

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* DisproportionateRetribution: DisproportionateRetribution:
** If you trigger negative reaction from a planet by shooting down an asteroid, and the planet is hostile to you, you may even trigger military ships coming for your ass if you're particularly unlucky.
**
Hitting the guard's booth with the crowbar in the "Ministry" quest will result in him grabbing a plasma shotgun and trying to kill you, instead of calling the police or trying to detain you, even though the booth didn't have any dent in it. Just to make it weirder, he won't be offended if you punch his booth booth.


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** When you shoot down an asteroid, if it's close a living planet, it would randomly react to it -- either praise you, and give small reward... or scold for "un-Ranger" behaviour", with subsequent loss of reputation.

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* BadassBystander: All traders, diplomats and passenger liners are armed and tend to help each other. It's not uncommon to see an unfortunate pirate fleeing from the ship he was trying to mug, constantly hailing his pursuer and offering money for leaving him alone.

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* BadassBystander: All traders, diplomats and passenger liners are armed and tend to help each other. It's not uncommon to see an unfortunate pirate fleeing from the ship he was trying to mug, constantly hailing his pursuer and offering money for leaving him alone. You can also occasionally spot civilians joining in the defense of systems under attack by Dominators/Klissans, especially if the odds seem favorable.



* PlayerExclusiveMechanic: Only the player can use Dominator camouflage and anti-Dominator programs.



* TooDumbToLive:
** Civilian ships of the Coalition may try to pass through Pirate Clan systems, which has a high chance of them being blown up and/or mugged by the Clan's warriors.
** Pirates (whether Clan or independent) don't account for the presence of nearby non-pirate ships when robbing somebody, occasionally resulting in them being {{Zerg Rush}}ed by passing ships who get hailed for help.



* ZergRush: The pirate clan lacks access to the Coalition's flagships and rangers, or the larger ships and bertors of the Dominators. However, as every ship of theirs is a combat one, they often overwhelm the Coalition via sheer numbers.

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* ZergRush: ZergRush:
**
The pirate clan lacks access to the Coalition's flagships and rangers, or the larger ships and bertors of the Dominators.Dominators, [[DirtyCoward and their pilots are very cowardly]]. However, as every ship of theirs is a combat one, they often overwhelm the Coalition via sheer numbers.
** Coalition ships (especially civilian ones) tend to respond to attacks by hailing nearby ships for help, often resulting in the attacker being swarmed by individually weak civilian ships.

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** If you're doing an assassination quest and your target is of the enemy faction, killing them in an enemy-controlled system won't count as a battle starting in the system, thus preventing the entire system from turning hostile to you.



** Joining the Pirate Clan for the first time provides you with a free unique ship, which is very likely to be vastly superior to what you start with.

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** Joining the Pirate Clan for the first time provides you with a free unique ship, pirate hull, which is very likely to be vastly superior to what you start with.


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* IFoughtTheLawAndTheLawWon: Becoming hostile to a Coalition planet will result in it deploying its forces (typically 3 military ships), which can be overwhelming if you're not prepared for fighting multiple foes, but isn't too hard to handle otherwise. However, the main issue is that destroying these ships will further piss off other planets in the Coalition, until all Coalition systems in the galaxy turn hostile to you, causing any military and Ranger ships you meet to attack you (along with any civilians you pissed off). If you want to fix your relations, you'll have to either make it to a business centre in one piece and invest your money, likely invalidating your profits, or surrender to the authorities and go to prison. Things get even worse if you're a Clan pirate, as any killing of a Coalition member declares battle in the system, thus making everyone hostile to you (even non-pirate stations will eventually turn hostile) and causing Rangers to pour in until the battle ends.

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* GuideDangIt: Many of the text adventure segments of the second game completely lack obvious hints, or even hints at all, about how to get through them, necessitating either brute-force trial and error or a guide.
** For instance, the "Megatest" quest demands you to pass a Ranger exam, and several of the questions in there demand you to go back to the first game and its quests. A few other questions also don't have clear answers stated in the game, meanwhile, such as the one that asks you to choose a correct line for a Maloq song, and another that asks how to greet a peleng (which, even with sufficient info, has you choose between a handshake or [[BadassArmfold folding your arms on your chest]] and nodding, the latter being correct). This is even [[LampshadeHanging lampshaded]] in the quest itself, as Ranger trainees consistently fail to pass it.

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* GuideDangIt: GuideDangIt:
** Selling goods at a loss will inflict a trade penalty, preventing you from getting experience for trading until you compensate for it with profitable deals. This makes it sometimes better to dump unwanted goods instead of selling them, but you're never told about this mechanics anywhere in the game.
**
Many of the text adventure segments of the second game completely lack obvious hints, or even hints at all, about how to get through them, necessitating either brute-force trial and error or a guide.
** *** For instance, the "Megatest" quest demands you to pass a Ranger exam, and several of the questions in there demand you to go back to the first game and its quests. A few other questions also don't have clear answers stated in the game, meanwhile, such as the one that asks you to choose a correct line for a Maloq song, and another that asks how to greet a peleng (which, even with sufficient info, has you choose between a handshake or [[BadassArmfold folding your arms on your chest]] and nodding, the latter being correct). This is even [[LampshadeHanging lampshaded]] in the quest itself, as Ranger trainees consistently fail to pass it.



** Trader rating is increased via honest trading activities - selling legal trade goods at a profit, funding business centres, taking out loans and paying for them, and turning in Dominator parts at science stations.

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** Trader rating is increased via honest trading activities - selling legal trade goods at a profit, funding business centres, taking out loans and paying for them, and turning in Dominator parts at science stations. A rating of 50% allow you to get XP via selling at a profit.

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* {{Cap}}: The maximum amount of money you can have is one hundred millions credits.

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* {{Cap}}: The maximum amount of money you can have is one a hundred millions million credits.



* LimitedLoadout: No ship (not even Dominator bosses) can have more than five weapon slots, more than four artifact slots, and more than one slot for each other equipment type (one per type). Most generic ships have even less than that (military ships tend to miss gripper; civilian transport is unlikely to have more than 1 weapon slot; and so on).



* NonCombatEXP: In the sequel, besides combat, one can obtain experience via delivery and text quests, turning in nodes (although it's produced as the result of combat, you can scavenge it from battlefields), trading at a profit while avoiding bad deals, and funding the construction of ranger centres at the business centre.

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* NonCombatEXP: In the sequel, besides combat, one can obtain experience via delivery and text quests, turning in nodes (although it's produced as the result of combat, you can scavenge it from battlefields), trading at a profit while avoiding bad deals, deals (but only if your trading rating is at least 50%), and funding the construction of ranger centres at the business centre.



* PoliceAreUseless: Each Coalition planet has its own armed peacekeeping fleet, but it is rarely deployed for day-to-day peacekeeping -- which is why you often get missions to patrol a system against pirates for a few months. The fleet will sometimes scramble to take down wanted pirates, but most of the time they stay down on the planet and there is no way to call for their assistance.
** If a planet doesn't like you personally, they're more likely to send their ships to hunt you down just for being nearby, instead of the raiding pirates in question.


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** Dominator equipment is only produced by the Dominators, so if you defeat them before concentrating on (depending on your side) the Pirate Clan or Coalition, you would lose the means to obtain more, as they can't be bought, only looted from destroyed ships.


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* PoliceAreUseless: Each Coalition planet has its own armed peacekeeping fleet, but it is rarely deployed for day-to-day peacekeeping -- which is why you often get missions to patrol a system against pirates for a few months. The fleet will sometimes scramble to take down wanted pirates, but most of the time they stay down on the planet and there is no way to call for their assistance. And if the planet doesn't like you personally, they're more likely to send their ships to hunt you down just for being nearby, instead of the raiding pirates in question.


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* UnconventionalAlignment: The game has three "alignments": Warrior, Merchant and Pirate, each of which is available as starting option (the sequel also added Mercenary and Corsair, who serve as Warrior/Merchant and Pirate/Merchant hybrids, respectively); their sum forms your rating, but as it can't exceed 100%, increasing one inevitably decreases the other two, with Warrior rating growing from fighting, Merchant from trading, and Pirate from committing crimes. The current rating changes title (like "Hero" if you have ~100% Warrior rating), and unlocks or disables certain missions, as well as provides extra benefits (Merchants [[NonCombatExp can generate exp through trading]], Pirates have discount at Pirate Stations, etc). This mechanic isn't limited to the player, and affects all rangers.
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* {{Cap}}: The maximum amount of money you can have is one hundred millions credits.

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* BiggerIsBetter: PlayedWith. The more big and massive your ship, the more hitpoints it has, and the more cargo it can hold. However, really massive ships would suffer penalty to speed.



** In planetary battles, all weapons have unlimited ammo, but most gradually overheat from continuous fire, significantly reducing fire rate; the ones that suffer the most are rocket launcher (fire very slowly after first few barrages), lasers and flamethrowers (both overheat almost instantly, and have lengthy cooldown, during which they shut down completely), and discharger (overheats after a single shot, requiring cooldown; prior to HD version, it was essentially once-per-fight weapon due to a bug, as cooldown was erroneously set to be 12.5 times longer than intended).



* CriticalEncumbranceFailure: [[AvertedTrope Averted]], as extra weight (including that of the hull itself) does slow down your ship. That said, just one unit of excess cargo and [[SpaceFriction your ship isn't going anywhere]].

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* CriticalEncumbranceFailure: [[AvertedTrope Averted]], as extra Playedwith. Extra weight (including that of the hull itself) does slow down your ship. That said, just one unit of excess cargo and ship, but once you exceed the maximum even by 1 unit, [[SpaceFriction your ship isn't going anywhere]].stops completely, regardless of your engine's power]].



* DeflectorShields: Defensive field generators reduce the damage a ship receives by a percentage, and also block the use of scanners.
* DevelopersForesight: One Pirate Clan's story quest involves you being sent after pirate named Makarov. If he lands on the planet, he would be arrested and sentenced to 100 years in prison, requiring plan "B" to take him out right on the planet. If you instead try to actually wait it out, he would die in prison after 75 years; it ''would'' count as success due to LoopholeAbuse, but the pirates would get angry at you (not only did you waste a lot of time, but Makarov snitched on everyone whom he knew), and refuse to give any extra rewards.

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* DeflectorShields: Defensive field generators reduce the damage a ship receives by a percentage, and also block the use of scanners.
scanners (unless they're strong enough to penetrate the field).
* DevelopersForesight: DevelopersForesight:
** You don't have to pay your loan back if all Business Centres gets shut down, as there's no one to charge you.
**
One Pirate Clan's story quest involves you being sent after pirate named Makarov. If he lands on the planet, he would be arrested and sentenced to 100 years in prison, requiring plan "B" to take him out right on the planet. out. If you instead try to actually wait it out, for him being released, he would die in prison after 75 years; it ''would'' count as success due to LoopholeAbuse, but the pirates would get angry at you (not only did you waste a lot of time, but Makarov snitched on everyone whom he knew), and refuse to give any extra rewards.



* DiscOneNuke: Missile launchers do a respectable amount of damage, have a very large range, and damage-increasing micromodules tend to effectively double their collective damage. The only drawback is their limited ammo, but expect to rely on missiles to both AlphaStrike targets and kite slower enemies while chipping them until more ships make use of DamageReduction.

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* DiscOneNuke: DiscOneNuke:
**
Missile launchers do a respectable amount of damage, have a very large range, and damage-increasing micromodules tend to effectively double their collective damage. The only drawback is their limited ammo, but expect to rely on missiles to both AlphaStrike targets and kite slower enemies while chipping them until more ships make use of DamageReduction.DamageReduction.
** It's possible to loot a fuel tank from the robot you fight in the final tutorial objective; it holds relatively little fuel (though it can be fixed by just upgrading it), but takes very little space on your ship, which is crucial early on, especially on higher difficulties.
** Joining the Pirate Clan for the first time provides you with a free unique ship, which is very likely to be vastly superior to what you start with.



** Many micromodules provide both benefits and negatives. For example, Klein (a level 3 micromodule) amplifies the firepower of select weapon... at the cost of reducing its range.

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** Many micromodules provide both benefits and negatives. For example, Klein (a level 3 micromodule) amplifies the firepower of select weapon...weapon's firepower... at the cost of reducing its range.


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** Some stimulators have negative side effects:
*** One-eyed Khamas forces everyone you talk to submit to you ransoming them for money or cargo, but reduces your Charisma and Leadership skills, with justification being that it hurts your reputation.
*** Psychotropic Cache boosts your Radar and Scanner, but drastically decreases your Charisma skill, with justification that people hate "scanner men".
*** Doubleplex improves your hidden "luck" stat, which makes RNG much more merciful to you, but reduces your Aim and Manoeuvrability skills.


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* PermanentlyMissableContent:
** You only get one shot to trick Blazer into upload a virus that would destroy it, or fool Keller into attacking Klissans; picking the wrong dialogue options cuts off these options permanently.
** If the Coalition gets fully defeated while you're in a Pirate Clan, it would cease to exist. With it, would shut down the news network, and all space stations except for Pirate Bases, Medical Centres and Dominions (who can only partially replace them). One of the micromodules, Acrinator, is also only obtainable while you're at the side of Coalition -- once per game, when you reach the rank of Admiral; while unique Hybrid Droid can only be obtained by doing missions from female special agents.
** The Pirate Clan produces three unique weapons, one per class. If the Clan gets destroyed due to player's actions, those would become inaccessible, as the Coalition can't produce them.
** Some unique rewards can only be obtained by doing the Pirate Clan quest chain in favour of one or another faction.

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* StopPokingMe: If you yell at Egorych too much in the "Rally" quest, he'll eventually have a heart attack from the stress, [[VideoGameCrueltyPunishment causing you to fail the quest]].



* VideoGameCrueltyPunishment: Indulging too much in violent crime will eventually result in an [[WhatTheHellPlayer angered message]] that causes you to lose experience, along with the possibility of receiving [[MedalOfDishonor bad medals]] for doing so. If you're part of the Coalition, you'll also lose points towards progressing to the next rank.

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* VideoGameCrueltyPunishment: VideoGameCrueltyPunishment:
**
Indulging too much in violent crime will eventually result in an [[WhatTheHellPlayer angered message]] that causes you to lose experience, along with the possibility of receiving [[MedalOfDishonor bad medals]] for doing so. If you're part of the Coalition, you'll also lose points towards progressing to the next rank.rank.
** The "Rally" quest allows you to yell at Egorych just because. Overdoing it, however, will cause him to die of a heart attack, failing the quest.
** The "Banquet" allows you to [[EyeScream stab the Maloq prince in the eye]] and laugh at him, [[ForkFencing using a fork]]. This will simply result in him stabbing you back in response, killing you on the spot.
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** After failing the common sense test in the "Ministry" quest, you can tell the CorruptBureaucrat that the government that gave you the quest will pay for your expenses. This will reduce your expenses to just enough to pay him, should you somehow not have enough money to pay the bribe (usually due to starting the quest from the main menu).
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* EyeScream: The ''Banquet'' allows you [[TooDumbToLive stab a Maloq prince in the eye with a fork, then laugh at him]]. [[MajorInjuryUnderreaction He's rather nonplussed]] and simply [[LodgedBladeRecycling pulls out the fork and stabs you right back in the eye]], instantly killing you.


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* ForkFencing: The "Banquet" lets you stab the Maloq prince [[EyeScream in the eye]], with a fork. He'll respond by [[LodgedBladeRecycling pulling it out and stabbing you right back]].


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* LodgedBladeRecycling: Stabbing the Maloq prince in the eye with a fork during the "Banquet" quest will result in him pulling the fork right out, then taking an eye for an eye.


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* MajorInjuryUnderreaction: Stabbing the Maloq prince's eye out with a fork in the "Banquet" quest will result in him just casually talking about how he'll just have his eye reconstructed, right before [[LodgedBladeRecycling pulling the fork out and killing you with it]]. Of course, given that Maloqs are established to be very tough, it's understandable.
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* BreakingTheFourthWall: The "Banquet" quest allows you to pay 100 credits to a peleng to ask him when the next part of Space Rangers will be released. The resulting scene is rather surreal, as he flashes between when the real games were made, and when the fictional versions of them were made, still developed by Elemental Games, but in 3000 and 3300 respectively, ending with him having a mental breakdown from his visions. ''HD'' even further expands on the scene by adding mentions of pirates and the release of ''HD'' by SNK Games.


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* NoticingTheFourthWall: The "Banquet" quest [[ImpliedTrope implies]] that this is what happens to the peleng server if you ask him as to when the next part of "Space Rangers" comes out, as he starts flashing to the releases of the real games in 2002, 2004, and (if you play ''HD'') 2013, with him eventually having a mental breakdown in confusion.


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* RecursiveCanon: Apparently the real games do exist in the canon of the series, as the "Banquet" quest allows you to [[BreakingTheFourthWall ask a peleng as to when the next game comes out]]. The resulting visions involve him having flashes of when the real games being released, which greatly confuses him.

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** Couple cheats (both pirates-themed) have [[DoubleEdgedBuff negative side effects]], subtly punishing the player for cheating (these specific ones boost firepower), by severely dropping everyone's opinion on the player (by 50-60%); one of them (called "Sell the soul" in-game) also turns you into pirate, even if you had other personality before.
** In the first game, and early versions of second one, there was limit on how many cheats you can use; all of them have a cost in certain "cheat points", which you slowly accumulate at the rate of 1 point per day spent without cheating; using the cheat resets the counter. The price ranges from 10 from couple of dozens for weaker ones, to few hundreds for "major" ones (like equipment size reduction). The second game eventually scrapped that system. Additionally, HD version removed cheat codes for planetary battles, as the game has no means to track you cheating there, and thus disqualify unfair playthroughs from going to the leaderboard.

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** Couple cheats from first game (both pirates-themed) have [[DoubleEdgedBuff negative side effects]], subtly punishing the player for cheating (these specific ones boost firepower), by severely dropping everyone's opinion on the player (by 50-60%); one of them (called "Sell the soul" in-game) also turns you into pirate, even if you had other personality before.
** In the first game, and early versions of second one, there was limit on how many cheats you can use; all of them have a cost in certain "cheat points", which you slowly accumulate at the rate of 1 point per day spent without cheating; using the cheat resets the counter. The price ranges from 10 from or couple of dozens for weaker ones, to few hundreds for "major" ones (like equipment size reduction). The second game eventually scrapped that system.system, albeit it still notifies you of how many points you used. Additionally, HD version removed cheat codes for planetary battles, as the game has no means to track you cheating there, and thus disqualify unfair playthroughs from going to the leaderboard.



* ScrewTheRulesIHaveMoney: You can spend money to repair your reputation at planets. Even if a planet's military is hostile towards you, you can contact one of their ships and offer money to end their hostility. This can be even used to get rid of ''murder charges''.
** In particular, it's possible to use business centres to donate to the victims of the war. This improves relations with all planets, [[RefugeInAudacity even if you're part of the Pirate Clan and thus responsible for creating the war's victims]].

to:

* ScrewTheRulesIHaveMoney: You can spend money to repair your reputation at planets. Even if a planet's military is hostile towards you, you can contact one of their ships and offer money to end their hostility. This can be even used to get rid of ''murder charges''.
**
charges''. In particular, it's possible to use business centres to donate to the victims of the war. This improves relations with all planets, [[RefugeInAudacity even if you're part of the Pirate Clan and thus responsible for creating the war's victims]].



* ShopFodder:
** Two micromodules (one generic, and stronger Gaalian-only variant) exists ''solely'' to increase the price of equipment, letting you to get better profit from selling it afterwards.
** Klissans (in first game) and Dominators (in second), besides equipment usable by your ship, may also drop smaller pieces which would highly interest the scientists (as it advances research program), who would pay you their full price (or even twice more for particularly valuable items). Once research gets finished, those may still be sold for extra money. Dominators also drop nodes, which essentially serve as secondary currency, to fund researches, buy micromodules and repair Dominator equipment.



** Maloqsoft is a software company that produces really crappy software.
** Linux is the name of a planet, as well as the name for superior software.

to:

** Maloqsoft [[Creator/{{Microsoft}} Maloqsoft]] is a software company that produces [[TakeThat really crappy software.
software]].
** Linux [[Platform/LinuxDistribution Linux]] is the name of a planet, as well as the name for superior software.



** Many achievements' names are references to various songs, movies, books, etc, with original Russian version mostly referencing Russian and Soviet works.



* StatusInflictionAttack: Several weapons have extra effect on top of just dealing damage:
** Tretons briefly slow down the attacked ships, letting you easily finish them off with other weapons (as Tretons' own damage output is low).
** Esodafer has a chance to temporarily lower attacked ship's armour (with low-health targets having bigger chance).
** Cafasitor, on top of normal damage, applies DamageOverTime.
** Lirecron has a chance to temporarily reduce the effectiveness of various systems of attacked ship: weapons range, power of protective shield, etc.



** There are couple of references to virus called "Windows," with anti-virus software being called "Linux".
** There's an IT company called "[[ShoutOut Maloqsoft]]", which frequently gets referenced across the game; it's the main supplier for various Maloq structures, military included, and, in [[DumbMuscle true Maloq fashion]], produces software that's cumbersome, primitive, vulnerable and badly-optimised, but still popular amongst Maloqs due to the fact that even they can understand it (that, and patriotism).

to:

** There are couple of references to virus called "Windows," "[[Platform/MicrosoftWindows Windows]]", with anti-virus software being called "Linux".
"[[Platform/LinuxDistribution Linux]]".
** There's an IT company called "[[ShoutOut "[[Creator/{{Microsoft}} Maloqsoft]]", which frequently gets referenced across the game; it's the main supplier for various Maloq structures, military included, and, in [[DumbMuscle true Maloq fashion]], produces software that's cumbersome, primitive, vulnerable and badly-optimised, but still popular amongst Maloqs due to the fact that even they can understand it (that, and patriotism).



* VampiricDraining: In HD version, Tretons not only slow down the target, but also heal your ship, depending on how much damage you've dealt using them.



* WhatTheHellPlayer: Killing too many civilian and military ships will eventually result in you being sent a message that calls you out for not acting like a proper Ranger, along with either a loss of experience or being [[MedalOfDishonor "awarded" a medal]].

to:

* WhatTheHellPlayer: WhatTheHellPlayer:
**
Killing too many civilian and military ships will eventually result in you being sent a message that calls you out for not acting like a proper Ranger, along with either a loss of experience or being [[MedalOfDishonor "awarded" a medal]]. medal]].
** If you land on the planet while it's in the middle of invasion, [[SkewedPriorities and try to ask for a mission]], the government would angrily call you out, and obviously refuse to give any. The game sometimes may take couple of days to recognise that attack is over, however, resulting in you being chewed out seemingly for nothing.

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