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* VariableMix: The game's soundtrack has two versions of each song. One for when you're in combat (dubbed struggle versions) and one for when you're doing any other activity (dubbed voyager versions). They seamlessly transfer between versions when you enter and finish combat.

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* TwoDSpace: while planets and the like hang in the background, the game itself is just on a flat plane.



* AttackItsWeakPoint: Ships in the game always have two kinds of prominent weak points; Control Room and Reactors. Losing the control room in the ship disables its thrusters and the ability to micromanage weapons, and destroyed reactors [[StuffBlowingUp cause a massive explosion]] and often destroy nearby components and crews.

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* AttackItsWeakPoint: Ships in the game always have two kinds of prominent weak points; Control Room and Reactors. Losing the control room in the ship disables its thrusters and the ability to micromanage weapons, and destroyed reactors [[StuffBlowingUp cause a massive explosion]] and often destroy nearby components and crews. To a lesser extent, Engines are also prime targets to destroy, as a ship without them can become easy pickings. They're also usually mounted close to the exterior, unlike the Control Room or Reactors which are usually behind several blocks of armor.



* HighSpeedMissileDodge: Small maneuverable ships can dodge missiles easily, meaning they can forgo point defense weapons.



* MoreDakka: Since you can't upgrade individual weapons systems in the game except few exceptions[[note]]railguns can be upgraded by adding more accelerators [[/note]], this is the best way to increase your firepower if you can't afford/don't want to buy another ship - and as noted above, the only limits to this are your imagination[[note]]okay, and credits you've earned[[/note]].

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* MoreDakka: Since you can't upgrade individual weapons systems in the game except few exceptions[[note]]railguns can be upgraded by adding more accelerators accelerators, chainguns can extend their ammo belt, and ion beams can merge multiple beams to make a stronger beam [[/note]], this is the best way to increase your firepower if you can't afford/don't want to buy another ship - and as noted above, the only limits to this are your imagination[[note]]okay, and credits you've earned[[/note]].


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** Early game stations lack point defense, relying on dedicated defense platforms to shoot down incoming missiles. This makes the Launcher an ideal weapon to use against them.


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* SpaceMines: Launchers can chose to fire these. While mines are slow and can be shot down by point defense, the shrapnel they release can't.
* StaticStunGun: Disruptors fire bolts of electricity that while weak on damage, can disable whatever they hit. They're very ineffective against armor however.
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* EarthThatWas: In the game's backstory, not only Earth but the entire Solar System (including Sol itself) was destroyed in some kind of technological apocalypse, leaving humanity without a home planet or centralized bureaucracy and causing it to fracture into several factions.
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* GattlingGood: The chaingun.

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* GattlingGood: GatlingGood: The chaingun.
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The chaingun was added somewhat recently
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The chaingun was added somewhat recently

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* GattlingGood: The chaingun.
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steam


The game can be downloaded [[https://cosmoteer.net here]], free of charge.

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The Full Steam game has to be bought on steam, but the old versions can be downloaded [[https://cosmoteer.net here]], free of charge.
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* ArbitraryHeadcountLimit: Averted. There is a limit on ship size for the sake of frame rate stability (which can be disabled through mods), but apart from that you can make your ships and crew as big as you want them to be.

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* AwesomeYetImpractical: Ship designs with forked prows can look really cool and also have some tactical benefits, but they become extremely annoying every time you fly through an AsteroidThicket because smaller asteroids get scooped up between the prongs like fish in a trawler net. This slows down the ship, deals minor damage to the prow armor, and can even end up clogging your FixedForwardFacingWeapon, rendering it useless until you perform some precision maneuvering to clear the muzzle.



* AwesomeYetImpractical: Ship designs with forked prows can look really cool and also have some tactical benefits, but they become extremely annoying every time you fly through an AsteroidThicket because smaller asteroids get scooped up between the prongs like fish in a trawler net. This slows down the ship, deals minor damage to the prow armor, and can even end up clogging your FixedForwardFacingWeapon, rendering it useless until you perform some precision maneuvering to clear the muzzle.

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* AwesomeYetImpractical: Ship designs with forked prows can look really cool and ColorCodedForYourConvenience: Downplayed in the form of distinctly colored faction ships in Career Mode. More important is the option to give each specialist job you set up on your ship a dedicated uniform color for ease of identification. There's also have some tactical benefits, but they become extremely annoying every time you fly through an AsteroidThicket because smaller asteroids get scooped up between a popular mod that gives resource labels on the prongs like fish in a trawler net. This slows down star map various colors other than white, for the ship, deals minor damage to the prow armor, and can even end up clogging your FixedForwardFacingWeapon, rendering it useless until you perform some precision maneuvering to clear the muzzle.same reason.


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* {{Redshirt}}: Non-specialized crewmen wear red uniforms [[InvokedTrope and are literally called Redshirts]]. You can give them individual names and apply some basic cosmetic changes, but this only makes sense on extremely small ships. Late-game crews can number in excess of 1,000 members, at which point you basically command a RedshirtArmy where people turn into little more than numbers.


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** Your basic crewmen being called Redshirts is another one to ''Franchise/StarTrek''.

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* EasyLogistics: The game's logistic system, while certainly crucial, is rather simple overall. Your crew requires no upkeep at all (no need for food, water or amenities), and no production chain has more than two inputs. Raw resources are plentiful and easily accessible, and getting stuff where you need it isn't hard once you get the hang of your crew's work priority settings.



* YouRequireMoreVespeneGas: There are numerous resources in the game. Ship construction requires steel, copper wiring and enriched uranium, with more advanced parts also requiring rarer and more expensive stuff like tristeel, diamonds or processors. Hyperjump drive systems consume special fuel, and just about everything in the game costs credits.

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* YouRequireMoreVespeneGas: There are numerous resources in the game. Ship construction requires steel, copper wiring and enriched uranium, with more advanced parts also requiring rarer and more expensive stuff like tristeel, diamonds or processors. Hyperjump drive systems consume special fuel, and just about everything in the game costs credits. Arguably the most important resources for your ship's continued operation are sulfur and iron, which are necessary to manufacture cannon and missile ammo. Nuclear missiles also require uranium.
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* BossBattle: Although not officially labeled as such, pirate bases basically serve as this game's bosses. They're huge, heavily armored, even heavier armed, and usually supported by a bunch of weapons platforms and some escort ships. Their sheer size alone means it'll take you a long time to punch through their structure even if you explicitly target their various reactors and command centers, all the while the station's weapons keep pummeling you. Higher-level stations also mount extremely strong arrays of ion beams and railguns, making them even more lethal.


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* OneHitPolyKill: Sufficiently strong railguns can punch clean through multiple small ships in a row.
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* AwesomeYetImpractical: Ship designs with forked prows can look really cool and also have some tactical benefits, but they become extremely annoying every time you fly through an AsteroidThicket because smaller asteroids get scooped up between the prongs like fish in a trawler net. This slows down the ship, deals minor damage to the prow armor, and can even end up clogging your FixedForwardFacingWeapon, rendering it useless until you perform some precision maneuvering to clear the muzzle.

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* DifficultButAwesome: Solar mining. The local star's corona contains extremely rich asteroids loaded with the game's rarest resources, but trying to mine them right there will instantly fry any crewmember that leaves the ship. You need a TractorBeam, strong shielding and a ton of engine thrust to slowly drag the asteroid out of the corona. If you can manage all of that, resource acquisition becomes trivial.

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* DifficultButAwesome: DifficultButAwesome:
** Finding the right balance between ion beam damage output and space efficiency isn't easy, but good designs can melt almost any enemy in no time while looking spectacular in the process.
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Solar mining. The local star's corona contains extremely rich asteroids loaded with the game's rarest resources, but trying to mine them right there the usual way will instantly fry any crewmember that leaves the ship. You need a TractorBeam, strong shielding and a ton of engine thrust to slowly drag the asteroid out of the corona. If you can manage all of that, resource acquisition becomes trivial.
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* DifficultButAwesome: Solar mining. The local star's corona contains extremely rich asteroids loaded with the game's rarest resources, but trying to mine them right there will instantly fry any crewmember that leaves the ship. You need a TractorBeam, strong shielding and a ton of engine thrust to slowly drag the asteroid out of the corona. If you can manage all of that, resource acquisition becomes trivial.
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* KineticWeaponsAreJustBetter: Unlike laser bolts, ballistic shells penetrate deeply into enemy ships, giving them much higher damage potential overall. The effort to manufacture and supply ammo is negligible, making this a non-issue most of the time. Cannons also have a particularly powerful hull-mounted model that is well-protected from incoming fire; lasers currently don't have a comparable system.

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* KineticWeaponsAreJustBetter: Unlike laser bolts, ballistic shells penetrate deeply deep into enemy ships, giving them much higher damage potential overall. The effort to manufacture and supply ammo is negligible, making this a non-issue most of the time. Cannons also have a particularly powerful hull-mounted model that is well-protected from incoming fire; lasers currently don't have a comparable system.
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* MacrossMissileMassacre: Missile launchers are mounted ''en masse'' on many, many enemy ship types. Some designs carry over two dozen launchers, each of which fires once every two seconds. Add in the missiles' travel time and you end up with massive clouds of missile spam bearing down on the hapless target.


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* {{Roboteching}}: Missile are super-persistent in their tracking, which often results in spectacular flight paths. What's especially impressive is that if the target ship is strafing, missiles will often curve around it to hit its flanks or even its vulnerable aft section. This might be an unintentional result of the game's programming, but it sure looks impressive and can be highly effective in the hands of a capable player. It also allows relatively safe designs with backward-facing missile launchers to work perfectly.
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* NoRangeLikePointBlankRange: Most ship weapons have ranges between 150 and 250 meters. Even the longest-ranged weapons rarely exceed 400 meters, which means that most space battles are fought at what's basically melee distance. Particularly big ships can be longer or even wider than their weapons can shoot, leading to capital ships almost touching each other while exchanging broadsides.

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* GameMod: ''Cosmoteer'' natively supports mods, and there's already a lot of them available on the Steam Workshop, from rebalancing certain parameters to introducing whole sets of new or upgraded components.



* MagneticWeapons: The railgun is one of the weapons ships can use. It has much longer range and more pentation power than ordinary cannons, but it also has to be charged by batteries.

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* MagneticWeapons: The railgun is one of the weapons ships can use. It has much longer range and more pentation penetration power than ordinary cannons, but it also each of its components has to be individually charged by batteries.batteries. If even a single section is unpowered, the whole weapon becomes inactive, meaning good logistics are mandatory to maintain a stable rate of fire.


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* {{Shoutout}}:
** The button to confirm changes made in blueprint mode says "[[Series/StarTrekTheNextGeneration Make it so!]]".
** It didn't take long for players to release recreations of spaceships from famous sci-fi franchises as mods, like the Venator star destroyer from ''Film/AttackOfTheClones''.
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* AsteroidMiners: You'll inevitable become one yourself. All the resources you need to keep your ship running and fighting can be mined from the countless asteroids everywhere. Surface veins can be accessed by your crew, but the richer veins require mining lasers on your ship to exploit.
* AsteroidThicket: Every solar system has a couple. One always encircles the local sun as an asteroid belt, the others are either concentrated in fields or encountered randomly in the void of space. Colliding with one deals minor damage, and the fields in particular are so dense that navigating them with larger ships requires quite a bit of care.

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* DesignItYourselfEquipment: The whole point of the game is to design and construct your perfect spaceship. Want a fast and nimble fighter? No problem. Need a big industrial rig for mining and refining resources. Go right ahead. Always dreamed of that one gigantic battleship design? This is the game for you.

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* DesignItYourselfEquipment: The whole point of the game is to design and construct your perfect spaceship. Want a fast and nimble fighter? No problem. Need a big industrial rig for mining and refining resources. resources? Go right ahead. Always dreamed of that one gigantic battleship design? This is the game for you.


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* TractorBeam: Exists as a very large and power-hungry turret that can be used on enemy ships, but it's mostly a utility tool for AsteroidMiners meant for pulling resource-rich asteroids out of the sun's deadly corona.
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* {{BFG}}: The large hull-mounted cannon is a gigantic double-barreled artillery piece that fuses twenty standard cannon shells into one massive shell every time it fires. Unsurprisingly, this shell deals huge damage and is very difficult for point-defense guns to shoot down.


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* DeflectorShields: Come in small and large versions. The small ones are less powerful and have a shorter radius, but can be installed inside the ship. The large model is much more powerful, but the necessity to mount it on the hull makes it far more susceptible to incoming fire.
* DesignItYourselfEquipment: The whole point of the game is to design and construct your perfect spaceship. Want a fast and nimble fighter? No problem. Need a big industrial rig for mining and refining resources. Go right ahead. Always dreamed of that one gigantic battleship design? This is the game for you.


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* FrickinLaserBeams: Laser weapons behave largely similar to ballistic cannons, but unlike the latter they require no ammunition other than batteries.


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* KineticWeaponsAreJustBetter: Unlike laser bolts, ballistic shells penetrate deeply into enemy ships, giving them much higher damage potential overall. The effort to manufacture and supply ammo is negligible, making this a non-issue most of the time. Cannons also have a particularly powerful hull-mounted model that is well-protected from incoming fire; lasers currently don't have a comparable system.


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* SlowLaser: Laser bolts have travel time just like cannon shells.

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* NukeEm: Missile launchers can be loaded with nuclear warheads that, unsurprisingly, deal massive damage in a large radius. [[OhCrap Some endgame enemies carry over a dozen of these.]] Hope you've got plenty of flak cannons.
* PointDefenseless: The base game currently includes two anti-missile systems to avert this: point-defense guns and flak cannons. The former is tiny, not particularly effective, and only needs batteries to run. The latter is huge, eats ammo like candy and needs three crewmen to operate, but is much more powerful in return.



* WaveMotionGun: The Ion Cannon is a downplayed example - although it functions like one, it trades damage in return for no charge time, meaning that instead of having something akin to what you'd see on [[Film/ANewHope the Death Star]], you have a beam that will keep chipping away.

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* WaveMotionGun: The Ion Cannon is a downplayed example - although it functions like one, it trades damage in return for no charge time, meaning that instead of having something akin to what you'd see on [[Film/ANewHope the Death Star]], you have a Large and properly designed [[ConvergingStreamWeapon ion beam that will keep chipping away.arrays]] can vaporize just about anything in the blink of an eye. Some designs focus all the power into a single beam, others prefer multiple beams next to each other. Both versions tend to look appropriately spectacular.

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* ConvergingStreamWeapon: Ion beams on their own aren't all that effective. Their main gimmick is the ability to focus multiple beams into special prisms to combine their power. Each beam after the first loses 25% of its damage this way, but you still get a massive net gain if you put some thought into the correct setup. There's almost no limit to how often you can combine and recombine beams, so with enough space and resources you can build a Death Star-level murder beam that vaporizes anything it touches instantly.
* FixedForwardFacingWeapon: While there's nothing stopping you from constructing broadside batteries out of railguns, the vast majority of ship designs have them facing forward. Unlike ion beams and their prisms, railguns can't adjust their firing angle, so they can only fire at targets directly in front of them. And speaking of ion beams, those are usually given the same treatment.



* RefiningResources: Construction materials can either be purchased at space stations or produced by yourself. For the latter, either your crew or the mining lasers on your ship need to mine asteroids for raw materials, which can then be turned into usable materials by specialized onboard factories.



* YouRequireMoreVespeneGas: There are two resources in the game, credits and FTL fuel.

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* YouRequireMoreVespeneGas: There are two numerous resources in the game, credits game. Ship construction requires steel, copper wiring and FTL fuel.enriched uranium, with more advanced parts also requiring rarer and more expensive stuff like tristeel, diamonds or processors. Hyperjump drive systems consume special fuel, and just about everything in the game costs credits.
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expanded the page more

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* AttackItsWeakPoint: Ships in the game always have two kinds of prominent weak points; Control Room and Reactors. Losing the control room in the ship disables its thrusters and the ability to micromanage weapons, and destroyed reactors [[StuffBlowingUp cause a massive explosion]] and often destroy nearby components and crews.
* KillItWithFire: Weapons like cannons or the ion beam sometimes light an enemy ship on fire. It will spread across the ship and destroy various systems and crews.


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* MagneticWeapons: The railgun is one of the weapons ships can use. It has much longer range and more pentation power than ordinary cannons, but it also has to be charged by batteries.


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* SpaceFriction: It's in full effect. Spaceships in the game will lose its speed if you turn off the thrusters.
* StockScream: When crews die from fire, you will hear the Wilhelm Scream.
* SubsystemDamage: A Ship can lose systems like thrusters or weapons from sustained damage, but it still can fight and fly as long as its control room is intact.

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* MoreDakka: Since you can't upgrade individual weapons systems in the game[[note]]as of January 21, 2018[[/note]], this is the best way to increase your firepower if you can't afford/don't want to buy another ship - and as noted above, the only limits to this are your imagination[[note]]okay, and credits you've earned[[/note]].

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* MadeOfExplodium: Destroyed reactors always cause massive explosion, so it's better to place reactors in the more protected area. The 15.3 update added bigger reactor types, which will cause a bigger bang when destroyed.
* MoreDakka: Since you can't upgrade individual weapons systems in the game[[note]]as of January 21, 2018[[/note]], game except few exceptions[[note]]railguns can be upgraded by adding more accelerators [[/note]], this is the best way to increase your firepower if you can't afford/don't want to buy another ship - and as noted above, the only limits to this are your imagination[[note]]okay, and credits you've earned[[/note]].


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* WeWillUseManualLaborInTheFuture: Most systems need some resource to function, so crews must haul batteries or ammunition for each system... with their hands. There is no automated loading.
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* NoPlotNoProblem: There isn't really a story to the game unless you create one; it's just hunting down bounties of various ships. It's still very fun.
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* YouRequireMoreVespeneGas: There are two resources in the game, credits and bounty funds -

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* YouRequireMoreVespeneGas: There are two resources in the game, credits and bounty funds -FTL fuel.
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''Cosmoteer'' is a starship design and simulation game created by Walt Destler. Based on an idea for a game he had as a kid, he attempted to create a pen and paper version several times before realizing it was too complex, and decided to instead turn it into a video game.

In the game, you can either play as a bounty hunter, commanding as many ships as you can afford (starting out with one, buying more using credits earned in-game) while you hunt down ships with bounties placed on them in [[ExactlyWhatItSaysOnTheTin Bounty Hunter]] mode, or you play as a ship designer with no limits as to how you design your ships in Creative mode.

The game can be downloaded [[https://cosmoteer.net here]], free of charge.
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!!!This game contains examples of the following tropes:
* MoreDakka: Since you can't upgrade individual weapons systems in the game[[note]]as of January 21, 2018[[/note]], this is the best way to increase your firepower if you can't afford/don't want to buy another ship - and as noted above, the only limits to this are your imagination[[note]]okay, and credits you've earned[[/note]].
* NonstandardGameOver: In a sense - there's no Game Over screen at the moment[[note]]although Walt has indicated that he plans to add one eventually[[/note]], but it is possible to technically get a Game Over if all ships you control are destroyed, you don't have enough funds to buy a new one, and you're far in debt.
* SandboxMode: Creative mode.
* WaveMotionGun: The Ion Cannon is a downplayed example - although it functions like one, it trades damage in return for no charge time, meaning that instead of having something akin to what you'd see on [[Film/ANewHope the Death Star]], you have a beam that will keep chipping away.
* YouRequireMoreVespeneGas: There are two resources in the game, credits and bounty funds -

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