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Continued. Maybe will expand later. Good job on keeping it updated.


* RespawnPoint: Town Halls and Port Bases serve as infinite respawn points where weapons, ammo, and other equipment are conveniently stashed. Players can construct Encampments and Barracks, both of which can store Soldier Supplies which are consumed upon respawning a player.

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* RespawnPoint: Town Halls and Port Bases serve as infinite respawn points where weapons, ammo, and other equipment are conveniently stashed. Players can construct Encampments and Barracks, rebuild Town Halls, both of which can store Soldier Supplies which are consumed upon respawning a player.player and provide the same functions.



* RidiculouslyFastConstruction: Averted. Most structures require basic or refined materials to build, and players have to hit it with a hammer for as many times as the required amount of materials. A foxhole takes 50 hits, while barracks would take 100. Construction Vehicles can build them slightly faster, but buildings requiring them have even higher costs and can take minutes to build.

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* RidiculouslyFastConstruction: Averted. Most structures require basic or refined materials to build, and players have to hit it with a hammer for as many times as the required amount of materials. A foxhole takes 50 hits, while barracks a watchtower would take 100.125. Construction Vehicles can build them slightly faster, but buildings requiring them have even higher costs and can take minutes to build.



* SkeletonKey: While players can lock vehicles for themselves or their squad, nothing can't be handled by a Wrench in a couple of seconds. Locking is more of a suggestion, really.

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* SkeletonKey: While players can lock vehicles for themselves or their squad, nothing can't be handled by a Wrench in a couple of seconds.seconds after 5 minutes have elapsed. Locking is more of a suggestion, really.



* TheNamesake: Foxholes are the most basic defensive structures of the game. They're cheap, automated, and effective against infantry. If you haven't taken the hint yet, you should build as many of these as possible.

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**{{Downplayed}} with tank commanders, which can equip binoculars to allow the gunner to shoot ofscreen.
* TheNamesake: Foxholes are the most basic defensive structures of the game. They're cheap, automated, and effective against infantry. If you haven't taken the hint yet, you should build as many of these as possible.possible (until you need to mantain other structures).

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Replaced and added outdated facts. Will continue later


* AntiVehicle: A number of anti-vehicle weapons exist, including; [=RPGs=], high-explosive grenades, [[StickyBomb Sticky Bombs]], and anti-tank mines.

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* AntiVehicle: A number of anti-vehicle weapons exist, including; [=RPGs=], high-explosive grenades, [[StickyBomb Sticky Bombs]], and anti-tank mines.rifles.


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***{{Downplayed}} now that mantaining them requires heavy logistics, but still efficient if replaced.
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* TankGoodness: ''Foxhole'' features two kinds of tanks: the Light Tank and Battle Tank. Both are late-game vehicles and are very expensive to build, thus they can be a rare sight in the battlefield. Tanks function as a heavy fire support to the infantry and to break trhough enemy entrechment. Both light and battle tanks have their differences, but seeing any of both as an enemy is enough for a MassOhCrap, considering how hard is to destroy one even with the right tools, a charge of platoon of tanks can be a game-changer.
** The light tank is smaller, less armored and lower firepower. However, it's cheaper to produce, very manuverable and requries only crew of 3 (Gunner, Driver and Commander).
** The battle tank is big, bad, packs significant firepower and nearly undestroyable if you don't have the right equipment and coordination. However, it lacks manuverability - thus can fall prey to light tanks, require a crew of 5 (Main Gunner, Machinegun Gunner, Driver, Commander and Engineer) and are absurdly expensive.
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* GenreBusting: Foxhole combines multiple game genres to create a unique war experience, taking the social aspects of a MMORPG, the "massive dynamic war" from VideoGame/PlanetSide, isometric top-down shooting from VideoGame/RunningWithRifles and also has the [[YouRequireMoreVespeneGas logistics and supply system]] of a RTS game.

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* GenreBusting: Foxhole combines multiple game genres to create a unique war experience, taking the social aspects of a MMORPG, sandbox {{MMORPG}} like ''VideoGame/EVEOnline'', the "massive dynamic persistant war" from VideoGame/PlanetSide, ''VideoGame/PlanetSide'', isometric top-down shooting from VideoGame/RunningWithRifles ''VideoGame/RunningWithRifles'' and also has the [[YouRequireMoreVespeneGas logistics and supply system]] of a RTS game.

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Small additions


* ShowsDamage: 0.5 added visible damage states to structures with three catagories; healthy, damaged, and critical. As the structures take damage visible effects are added like bent metal or cracked concrete, aiding players in identifying what needs to be repaired...or focused fired on. Images can be found [[http://www.foxholegame.com/single-post/2017/09/26/Devblog-30 in this devblog]].

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* ShowsDamage: 0.5 added visible damage states to structures with three catagories; healthy, damaged, and critical. As the structures take damage visible effects are added Foxhole doesn't like bent metal or cracked concrete, aiding players in identifying what needs health bars, and instead opts for visual cues to be repaired...or focused fired on. Images can be found [[http://www.foxholegame.com/single-post/2017/09/26/Devblog-30 in this devblog]].show durability and health.



** Buildings have a healthy, damaged, and critical state, with visual differences in each. However, it's possible to see the durability of the building as a number when in front of it.
** Vehicles emit smoke when damaged enough to be disabled, and erupts in flames when near destruction. You also can see its current durability, but only when repairing it.



** Vehicles emit smoke when damaged enough to be disabled, and erupts in flames when near destruction.
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Tech Tree edit


* TechTree: By submitting Tech Parts to a Research Centre, new technology can be researched using this style. Later,blueprints can be made to use some thech.

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* TechTree: At the start of a Skirmish or World Conquest, players only have access to the most basic weapons and trucks. By submitting collecting Tech Parts to a dropped from scrap and refining into Research Centre, Parts, the faction as a whole can climb a long tech tree to unlock new technology can be researched using this style. Later,blueprints can be made to use some thech. equipment and vehicles.

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Removed old tech tree info, a couple more tropes


* BoringButPractical: The Rifle is the default primary weapon. While it's slow to fire and requires quite a bit of steadying for a good aim, it's the cheapest weapon and can dish out a good amount of damage.
** The truck is cheap to manufacture, can transport a good amount of troops and supplies to the front. Expect to see a lot of trucks around.

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* BoringButPractical: Since Foxhole is inspired by WWII, a lot of things fall under this category.
**
The Rifle is the default primary weapon. While it's slow to fire and requires quite a bit of steadying for a good aim, it's the cheapest weapon and can dish out a good amount of damage.
** The truck is Trucks are cheap to manufacture, and can transport a good amount of troops and supplies to the front. Expect to see a lot of trucks around.around.
** [[TheNamesake Foxholes]] (the dugout defenses) are the namesake of the game for good reason. They are effective for their cost and can be spammed to prevent enemies from sneaking by.



* TierSystem: (Removed and replaced with tech tree) Production facilities have a technology tier level, which is improved by install the tech parts that are randomly found within resource piles. Each facility must be leveled individually, usually the starting town since it's furthest from the fighting--though that means an extended supply chain to get said material to the front. An overview follows; weapon factory items first, workshop items second, all weapons tiers include their ammunition.
** 1 - Rifles, HE and frag grenades; [[BayonetYa bayonets]], wrenches, radios, artillery shells.
** 2 - [=SMGs=], [[RevolversAreJustBetter revolvers]], [[StickyBomb Sticky Bombs]]; [[GrenadeLauncher Grenade Launchers]], binoculars.
** 3 - Shotguns, [=RPGs=], [[TrickBomb smoke grenades]]; sledgehammers, satchel charges.
** 4 - Heavy machine guns, [[DeadlyGas poison gas grenades]]; gas masks, howitzer kits and shells, light tank kits and shells.
** 5 - Carbines, mortars.
** 6 - Storm Rifles

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* TheNamesake: Foxholes are the most basic defensive structures of the game. They're cheap, automated, and effective against infantry. If you haven't taken the hint yet, you should build as many of these as possible.
* TierSystem: (Removed Encampments and replaced with tech tree) Production facilities have Town Hall follow this, requiring Upgrade Parts and materials before being upgraded to Tier 2 and 3 respectively. Having a technology tier level, which certain amount of Tier 3 towns is improved by install the tech parts that are randomly found within resource piles. Each facility must be leveled individually, usually the starting town since it's furthest from the fighting--though that means an extended supply chain to get said material to the front. An overview follows; weapon factory items first, workshop items second, all weapons tiers include their ammunition.
** 1 - Rifles, HE and frag grenades; [[BayonetYa bayonets]], wrenches, radios, artillery shells.
** 2 - [=SMGs=], [[RevolversAreJustBetter revolvers]], [[StickyBomb Sticky Bombs]]; [[GrenadeLauncher Grenade Launchers]], binoculars.
** 3 - Shotguns, [=RPGs=], [[TrickBomb smoke grenades]]; sledgehammers, satchel charges.
** 4 - Heavy machine guns, [[DeadlyGas poison gas grenades]]; gas masks, howitzer kits and shells, light tank kits and shells.
** 5 - Carbines, mortars.
** 6 - Storm Rifles
victory condition for World Conquest.

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even more tropes


* ArmoredCoffins: While it's possible to eject from a tank or armored vehicle at any time, it is highly frowned upon to do so and instead encouraged to die with the tank. The reason is that while respawning is relatively cheap, leaving a damaged vehicle behind can allow the enemy to capture it.



* ArtificialStupidity: The automated defenses will stop at nothing to destroy its targets... even if you are in the way.



* ColorCodedArmies: Wardens are blue and Colonials are green, and their vehicles, uniforms, and flags reflect this.



* CombatResuscitation: When taking small arms fire, players usually don't immediately die but enter a 20 second "downed" phase. Before they die out, another player with a Trauma Kit can come over and revive you; but sometimes your enemies will reach you first and trash talk you while you die instead.



* EquipmentBasedProgression: Player characters don't get any stronger during a war; instead, research allows better equipment and vehicles to make them more powerful.



* FantasyCounterpartCulture: The Warden faction uses gaelic and anglo-germanic proper nouns and French/German inspired aesthetics, while the Colonial faction uses latin and hellenic proper nouns and American/British inspired asethetics.



* InVehicleInvulnerability: It's impossible to damage passengers or the driver in a vehicle... Unless you have Green Ash and they forget to bring gas masks.



* {{Nerf}}: Fists were nerfed in version 0.2. Originally they were a OneHitKill to enemy soldiers since you'd have to risk getting shot to reach melee range to deal it; when bayonets were added the instant-kill was given to the bayonets to serve as a direct upgrade to fists, which now dealt half damage.

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* {{Nerf}}: Due to the Early Access nature of the game, many things undergo this in the name of balance.
**
Fists were nerfed in version 0.2. Originally they were a OneHitKill to enemy soldiers since you'd have to risk getting shot to reach melee range to deal it; when bayonets were added the instant-kill was given to the bayonets to serve as a direct upgrade to fists, which now dealt half damage.damage.
** The [[StickyBomb Sticky Bombs]] used to be very good against everything (but particularly buildings and vehicles), but it has been nerfed to being anti-tank only.
* NitroBoost: The motorbike can boost itself at the cost of consuming extra fuel. This makes it a very good vehicle when patrolling, doing recon, or [[VehicularAssault ramming straight into enemy lines]].



* OneHitKill: Some ordnance and equipment are powerful enough to kill in one shot.
** The Sniper Rifle is one of only firearm capable of incapacitating a full-health player in one hit--if you are patient enough to steady its aim, that is.

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* OneHitKill: Some ordnance and equipment are powerful enough to kill in one shot. \n They aren't usually overly expensive, but have caveats to them, often requiring setup or exposing oneself.
** The Sniper Rifle is one of the only firearm firearms capable of incapacitating a full-health player in one hit--if you are patient enough to steady its aim, that is.



** Bayonets can be affixed to Rifles and Carbines, allowing a one-hit melee kill.
* PvP: While there are [[SentryGun automated AI defenses]], ''Foxhole'' is predominately PvP and does not have bots or AI enemies. Automated defenses are considered a NecessaryWeasel--the game simply can't support the hundreds of players necessary to harvest, build, supply, fight, ''and'' garrison towns away from the immediate fighting.

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** Bayonets A cheaper close range option are the bayonets, which can be affixed to Rifles and Carbines, allowing Carbines for a one-hit melee kill.
* PvP: OnSiteProcurement: In an active battlefield, lots of people dying will mean lots of dropped equipment, including juicy grenades, life-saving medkits, or an advanced weapon your side doesn't have yet. It's not always worth running into the crossfire to snatch whatever's there, but it is definitely tempting.
* PlayerVersusPlayer:
While there are [[SentryGun automated AI defenses]], ''Foxhole'' is predominately PvP player-focused and does not have bots or AI enemies. Automated defenses are considered a NecessaryWeasel--the game simply can't support the hundreds of players necessary to harvest, build, supply, fight, ''and'' garrison towns away from the immediate fighting.



* RankUp: Instead of tying rank to level, Foxhole instead uses a system where players have to be manually commended by other players (as appreciation of good work) in order to increase their rank. This means when you see a high rank player, you know he did well to earn that rank, and not by grinding experience.



* SoldiersAtTheRear: Players doing logistics fit this role, as in back regions with no conflict, it is indeed the safest job in the team.



* SkeletonKey: While players can lock vehicles for themselves or their squad, nothing can't be handled by a Wrench in a couple of seconds. Locking is more of a suggestion, really.



* SprintMeter: Played straight. The player's stamina bar goes down as they sprint, but it is also affected by terrain and encumberment. Walking on grass instead of roads, as well as carrying too much, will significantly increase the drain on the stamina bar. If that bar goes down too much, the player character collapses for a moment.

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* SprintMeter: Played straight. The player's stamina bar goes down as they sprint, but it is also [[GeoEffects affected by terrain terrain]] and encumberment. Walking on grass instead of roads, as well as carrying too much, will significantly increase the drain on the stamina bar. If that bar goes down too much, the player character collapses for a moment.


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* VehicularAssault: All vehicles are capable of killing enemies by ramming into them. Naturally, this means it's possible to suicide charge with one of them, though it mostly happens with trucks and motorbikes (the cheapest and fastest vehicles).
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Gun tropes

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* AllOrNothingReloads: Once you start reloading, there is absolutely no way you can stop. Pressed it by accident? Need to swap to a sidearm because an enemy is in the way? Too bad.


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* EveryBulletIsATracer: Played straight, but necessary to see where the enemies are shooting from due to the perspective. Especially important at night, where targets are invisible at range and tracers are the only things revealing positions.
* EveryCarIsAPinto: All vehicles explode in a fiery (but harmless) fireball when destroyed. Ostensibly justified for tanks and armored vehicles since those usually contain ammo, but they would explode regardless of whether it was stocked.


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* GrenadeSpam: While grenades are relatively expensive compared to basic weapons, it's still possible to grab a dozen frag grenades and lob it at the enemy lines. A surprisingly effective tactic, if not very costly.


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* OneBulletClips: Averted. Each magazine or clip is an individual item, and all remaining ammo in a weapon is dumped away when you reload.


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* QuickDraw: The Pistol is this, having a very fast draw speed in order to function as a backup weapon. Just like what they always say, it's always faster to switch to your sidearm than reloading...


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* SniperRifle: The simply named Sniper Rifle is this: it's a high damage, long range weapon used to take out targets with precision. It has incredible range and zoom, and at max range your targets can't even see you without binoculars. Unfortunately, the downside is it takes forever to stabilize the weapon and get an accurate shot.


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* StandardFPSGuns: Played painfully and incredibly straight. It's all in the name: Pistol, Rifle, SMG, Shotgun, Sniper Rifle...


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* SwissArmyGun: The Storm Rifle is intended to be this, being able to switch between [[MoreDakka Automatic]] and Semi-automatic, the latter firing slower but with more range and accuracy.


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* WalkingArmory: It's possible to be this--you can carry multiple weapons and swap between them at any time. However, you'll also be very overencumbered and walk very slowly, making you a big target.

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Information about shotguns, and some correcting of outdated info


* BoringButPractical: The rifle doesn't have the automatic power of the SMG, speed of the Carbine or short-range power of the shotgun. But it is the cheapest weapon (Meaning that ammo and rifles are always available), are very precise and [[JackOfAllTrades useful in any situation]].

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* BoringButPractical: The rifle doesn't have Rifle is the automatic power default primary weapon. While it's slow to fire and requires quite a bit of the SMG, speed of the Carbine or short-range power of the shotgun. But it is steadying for a good aim, it's the cheapest weapon (Meaning that ammo and rifles are always available), are very precise and [[JackOfAllTrades useful in any situation]].can dish out a good amount of damage.



* CombatMedic: Often ignored in favor of stocking your respawn structures, but the field hospital allows you to manufacture medical supplies for the front lines. Players can stock up with first aid kits to heal their teammates while trauma kits allow them to stabilize dying allies. Nothing stops you from hauling weapons along other than having to deal with encumbrance and the trauma kit occupying the main weapon slot.

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* CombatMedic: Often ignored in favor of stocking your respawn structures, but the field hospital allows you to manufacture Unlocking medical supplies for on the front lines. Players can stock tech tree allows a player to become one by carrying both firearms and medical equipment. While the Trauma Kit (used to revive downed allies) takes up with first aid kits the primary slot, it's possible to heal their teammates while trauma kits allow them to stabilize dying allies. Nothing stops you from hauling weapons along other than having to deal with encumbrance simply swap between your weapon and the trauma kit occupying the main weapon slot.when needed.



* CosmeticallyDifferentSides: As of 0.5, the Colonials and the Wardens now have different designs for their infantry uniforms, half-tracks, tanks, utility vehicles, and landers. Despite the lore differences in vehicle design, they are otherwise identical.

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* CosmeticallyDifferentSides: As of 0.5, the Colonials and the Wardens now have different designs for their infantry uniforms, half-tracks, tanks, utility vehicles, and landers. Despite the lore differences in vehicle design, they are otherwise identical.



* DashAttack: Once you've fixed a bayonet you can sprint with the blade extended to impale an enemy.
* DeadlyGas: Green Ash grenades create a cloud of poisonous green gas at the target location. It kills very quickly and can even take out vehicle crews. However, since gas masks offer complete protection from gas with no drawbacks, players rarely actually use gas, preferring [[StuffBlowingUp more direct means]].

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* DashAttack: Once you've fixed a bayonet Zig-zagged. While it's not possible to shoot while sprinting, you can sprint always affix bayonets and stab with the blade extended to impale an enemy.
it.
* DeadlyGas: Green Ash grenades create a cloud of poisonous green gas at the target location. It kills very quickly and can even take out vehicle crews. However, since gas masks offer complete protection from gas with no drawbacks, players rarely actually use gas, preferring render them harmless, most infantry prefer [[StuffBlowingUp more direct means]].



* EasyLogistics: The meat of this game is in [[AvertedTrope Averting]] this trope. Resources must be collected in the battlefield and must be transported to facilities that produce actual war material. The weapons, equipment, and vehicles must then be taken to the front lines or otherwise distributed to your army. Crippling the enemy supply line is critical for victory, they can't fight without weapons and armor, and these convoys are vulnerable to attack. Capturing certain towns can flat-out deny the enemy the production facilities to produce vehicles or medical supplies--in the case of vehicles, a lack of supply trucks will further hamper the enemy's ability to move what resources they have. Playing as a logistical worker (or "[[FanNickname logi]]" as they are known to the playerbase) is a useful and profitable (though complicated and often [[DudeWheresMyRespect thankless]]) role for players.

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* EasyLogistics: The meat of this game is in [[AvertedTrope Averting]] this trope. Resources must be collected in the battlefield by hand at specific sites and must be transported sent to facilities that refineries, then into factories to produce actual war material. The weapons, equipment, equipment and vehicles. After that, these supplies and vehicles must then be physically taken to the front lines and stockpiled in a Town Hall or otherwise distributed Encampment with a truck. All of these are done by individual players. This means it's feasible and actually crucial to your army. Crippling the enemy sabotage supply line is critical for victory, they can't fight without weapons and armor, and these convoys are vulnerable to attack. lines by ambushing enemy logistics vehicles. Capturing certain towns can flat-out deny the enemy the production facilities to produce vehicles or medical supplies--in the case of vehicles, a lack of supply trucks will further hamper the enemy's ability to move what resources facilities, and also seizing whatever equipment they have. have in the stockpile. Playing as a logistical worker (or "[[FanNickname logi]]" as they are known to the playerbase) is a useful and profitable (though complicated and often [[DudeWheresMyRespect thankless]]) role for players.to take on.



* GarrisonableStructures: Aptly named "garrisoned houses" are large houses that exist within towns, wrecked from previous battles and needing to be rebuilt with a construction vehicle. Once rebuilt they'll function as a SentryGun when near a TunnelNetwork or players can pile inside to fire on enemies from cover, including heavy machine gunners.

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* GarrisonableStructures: Aptly named "garrisoned houses" "Garrisoned Houses" are large houses that exist within towns, wrecked from previous battles and needing to be rebuilt with a construction vehicle. Construction Vehicle. Once rebuilt they'll function as a SentryGun when near a TunnelNetwork SentryGun, or players can pile inside to fire on enemies from cover, including heavy machine gunners.



** The Sniper Rifle is the only firearm capable of incapacitating a full-health player in one hit--if you are patient enough to steady its aim, that is.

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** The Sniper Rifle is the one of only firearm capable of incapacitating a full-health player in one hit--if you are patient enough to steady its aim, that is.is.
** If sitting in the back isn't your style, the [[ShotgunsAreJustBetter Shotgun]] is also capable of doing such a feat at point-blank.



* SentryGun:
** While too primitive to field actual automatic turrets, static defenses can function as this provided that an Encampment or Town Hall is within range. If the Encampment / Town Hall are destroyed, the defenses will go silent after a couple of minutes.

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* SentryGun:
**
SentryGun: While too primitive to field actual automatic turrets, static defenses can function as this provided that an Encampment or Town Hall is within range. If the Encampment / Town Hall are destroyed, the defenses will go silent after a couple of minutes.minutes.
* ShortRangeShotgun: Played straight. The aptly named Shotgun (based off the Winchester Model 1897) has the least range of all firearms, but also does insane damage, being able to OneHitKill at close distances and easily cause bleeding at nearby targets. More than half a screen away though, it's completely harmless.
* ShotgunsAreJustBetter: In the right hands and the right places, there isn't anything quite like the Shotgun. It doesn't require steadying aim at all, can kill in one or two shots, and can take out unexpected squads of people faster than you can scream "contact".

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Removing and correcting outdated information


* CosmeticallyDifferentSides: As of 0.5, the Colonials and the Wardens now have different designs for their infantry uniforms, half-tracks, tanks, utility vehicles, and landers. Otherwise the two factions are identical. Additional faction-specific models for vehicles are planned.

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* CosmeticallyDifferentSides: As of 0.5, the Colonials and the Wardens now have different designs for their infantry uniforms, half-tracks, tanks, utility vehicles, and landers. Otherwise Despite the two factions lore differences in vehicle design, they are identical. Additional faction-specific models for vehicles are planned.otherwise identical.



* DamageOverTime: The structure decay system, were buildings take damage over time and must occasionally be repaired. This is an attempt to {{Nerf}} the amount of defensive structures that players build; gameplay in early access beta has become about spamming foxholes and bunkers and turning matches into a pseudo-TowerDefense game.

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* DamageOverTime: The structure decay system, were buildings take damage over time and must occasionally be repaired.Being shot has a chance to cause bleeding, which can eventually kill you unless you use bandages or have someone heal you. Additionally, this applies to defensive structures if there are no upgraded Encampments or Town Halls stocked with Garrison Supplies nearby. This is an attempt to {{Nerf}} the amount of defensive structures that players build; gameplay in early access beta has become about spamming foxholes and bunkers and turning matches into a pseudo-TowerDefense game.



* DeadlyGas: Green Ash grenades create a cloud of poisonous green gas at the target location. It will kill you in about three seconds if you don't have a gas mask to protect yourself. However, since gas masks offer complete protection from gas with no drawbacks, players rarely actually use gas, preferring [[StuffBlowingUp more direct means]].

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* DeadlyGas: Green Ash grenades create a cloud of poisonous green gas at the target location. It will kill you in about three seconds if you don't have a gas mask to protect yourself.kills very quickly and can even take out vehicle crews. However, since gas masks offer complete protection from gas with no drawbacks, players rarely actually use gas, preferring [[StuffBlowingUp more direct means]].



* GenreBusting: Foxhole is a truly unique game, it takes the social aspects of a MMORPG, the "massive dynamic war" from VideoGame/PlanetSide, isometric top-down shooting from VideoGame/RunningWithRifles and also has the [[YouRequireMoreVespeneGas logistics and supply system]] coming from the RTS genre.

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* GenreBusting: Foxhole is combines multiple game genres to create a truly unique game, it takes war experience, taking the social aspects of a MMORPG, the "massive dynamic war" from VideoGame/PlanetSide, isometric top-down shooting from VideoGame/RunningWithRifles and also has the [[YouRequireMoreVespeneGas logistics and supply system]] coming from the of a RTS genre.game.



* LostTechnology: Part of the backstory its actually set in the future but there's been something like a century of constant warfare between the Colonials and the Wardens. This on-going war has cost them some of their technological advancements which is why the war resembles the World War-era. Their tanks in particular are both outdated and a rare sight on the battlefield.

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* LostTechnology: Part of the backstory its actually set in the future but there's been something like In over a century of constant warfare between the Colonials and the Wardens. This on-going war Wardens, much technology has cost them some of their technological advancements which is why been lost to the war resembles the World War-era. Their times, leading to WWII-era equipment. The tanks in particular are both outdated and a rare sight on the battlefield.



* OneHitKill: Fists were originally an instant-kill attack until bayonets were added in 0.2; bayonets are now the instant-kill melee option.
* PvP: Ultimately, ''Foxhole'' is a PvP game, without AI bots or any kind of PvE mode. Defense structures are permitted to function as AI [[SentryGun Sentry Guns]] but this is something of a NecessaryWeasel--the game simply can't support the hundreds of players necessary to harvest, build, supply, fight, ''and'' garrison towns away from the immediate fighting. 0.5 added a special game mode that disables the automatic "SentryGun" function of defense structures that's called "[=PvP=]".

to:

* OneHitKill: Fists were originally an instant-kill attack until bayonets were added in 0.2; bayonets Some ordnance and equipment are now powerful enough to kill in one shot.
** The Sniper Rifle is
the instant-kill only firearm capable of incapacitating a full-health player in one hit--if you are patient enough to steady its aim, that is.
** Bayonets can be affixed to Rifles and Carbines, allowing a one-hit
melee option.
kill.
* PvP: Ultimately, While there are [[SentryGun automated AI defenses]], ''Foxhole'' is a predominately PvP game, without AI and does not have bots or any kind of PvE mode. Defense structures AI enemies. Automated defenses are permitted to function as AI [[SentryGun Sentry Guns]] but this is something of considered a NecessaryWeasel--the game simply can't support the hundreds of players necessary to harvest, build, supply, fight, ''and'' garrison towns away from the immediate fighting. 0.5 added a special game mode that disables the automatic "SentryGun" function of defense structures that's called "[=PvP=]". fighting.



* RefiningResources: Scrap, components, and sulfur must be refined before being used; they produce basic materials, refined materials, and explosive materials respectively.
* RespawnPoint: The base Respawn Point is the town hall/Port Base , conveniently where weapons, ammo, and other equipment will be stashed; an unlimited number of players can respawn at the Port Base. Players can construct the barracks and the Foward Operating Base, the barracks will only permit a small number of players to spawn there, the FOB is unlimited like the town hall. However, three of those structures (Exept Port Bases) have to be stocked with Soldier Supplies; without the resources required to field soldiers on the battlefield...well, you can't field soldiers on the battlefield. Each respawn will consume a unit of supplies; ''without'' the above structures you're stuck with respawning in the Home Region or in another Town Hall.
* RevolversAreJustBetter: The revolver is a pure upgrade over the standard starting pistol. You lose two rounds of ammo for much higher damage and better range.
* RidiculouslyFastConstruction: Pretty slow by the standards of many games, but you can build pillboxes and other structures within a minute or two.

to:

* RefiningResources: Scrap, components, and sulfur must Played straight. All farmed resources need to be refined at a refinery before being used; they can be used to produce basic materials, equipment. Fuel can be used raw, but the refined materials, form is more efficient. While scrap, fuel and explosive materials respectively.
components are refined relatively quickly, refining sulfur can take hours.
* RespawnPoint: The base Respawn Point is the town hall/Port Base , conveniently Town Halls and Port Bases serve as infinite respawn points where weapons, ammo, and other equipment will be stashed; an unlimited number of players can respawn at the Port Base. are conveniently stashed. Players can construct the barracks Encampments and the Foward Operating Base, the barracks will only permit a small number Barracks, both of players to spawn there, the FOB is unlimited like the town hall. However, three of those structures (Exept Port Bases) have to be stocked with which can store Soldier Supplies; without the resources required to field soldiers on the battlefield...well, you can't field soldiers on the battlefield. Each respawn will consume a unit of supplies; ''without'' the above structures you're stuck with Supplies which are consumed upon respawning in the Home Region or in another Town Hall.
a player.
* RevolversAreJustBetter: The revolver is a pure straight upgrade over the standard starting pistol. You lose two rounds of ammo for much It has higher damage and damage, better range.
range and accuracy. It's even possible to outmaneuver players using primary weapons with it if you are agile enough.
* RidiculouslyFastConstruction: Pretty slow by the standards of many games, but you can build pillboxes and other Averted. Most structures within a minute require basic or two.refined materials to build, and players have to hit it with a hammer for as many times as the required amount of materials. A foxhole takes 50 hits, while barracks would take 100. Construction Vehicles can build them slightly faster, but buildings requiring them have even higher costs and can take minutes to build.



** While too primitive to field actual automatic turrets, static defenses can function as this provided that there is a TunnelNetwork within range. These structures will deactivate within a few minutes if they're disconnected from the network.
** Version 0.5 added events that change the way the game works. Some happened to alter how the Sentry Gun defenses function. The first called "PvP" completely disables them, the second is "Town Fortress" that restricts the automated functionality within a radius around the town halls.

to:

** While too primitive to field actual automatic turrets, static defenses can function as this provided that there an Encampment or Town Hall is a TunnelNetwork within range. These structures will deactivate within a few minutes if they're disconnected from If the network.
** Version 0.5 added events that change
Encampment / Town Hall are destroyed, the way the game works. Some happened to alter how the Sentry Gun defenses function. The first called "PvP" completely disables them, the second is "Town Fortress" that restricts the automated functionality within will go silent after a radius around the town halls.couple of minutes.



* SprintMeter: Limits how long you can sprint before your character keels over for a few seconds to catch their breath. Interestingly, it is affected by terrain: sprinting on soft ground depletes the meter much faster than sprinting on a road. It also depletes based on your encumbrance level; if you're overburdened then your regular jog speed is reduced and you'll have to regularly stop.
* StarterEquipment: Whenever you spawn you're given a pistol with two magazines and a hammer, allowing you a very basic defense or the ability to start gathering resources. If you spawn near a town hall that's well supplied you'll immediately have access to better equipment.
* StickyBomb: Sticky bombs will stick to walls, buildings, and vehicles, but they can't be thrown and instead have to be hand-placed.
* SuperDrowningSkills: In alpha, bodies of water are less deadly pools to drown in and more ''bottomless pit''. You die but the game shows you plummeting off the map.

to:

** Players do not see their health bar. Instead, the amount of blood on the character shows how much damage they have taken.
** Vehicles emit smoke when damaged enough to be disabled, and erupts in flames when near destruction.
* SprintMeter: Limits how long you can sprint before your character keels over for a few seconds to catch their breath. Interestingly, Played straight. The player's stamina bar goes down as they sprint, but it is also affected by terrain: sprinting terrain and encumberment. Walking on soft ground depletes grass instead of roads, as well as carrying too much, will significantly increase the meter much faster than sprinting drain on the stamina bar. If that bar goes down too much, the player character collapses for a road. It also depletes based on your encumbrance level; if you're overburdened then your regular jog speed is reduced and you'll have to regularly stop.
moment.
* StarterEquipment: Whenever you spawn you're given a pistol with two magazines and a hammer, allowing you a very basic defense or the ability to start gathering resources. hammer for self-defense and construction. If you spawn near spawned at a town hall that's well supplied you'll stocked Town Hall or Encampment, you can immediately gear up with whatever other players have access to better equipment.
provided.
* StickyBomb: The Sticky bombs will Bombs are powerful grenades that stick to walls, buildings, and terrain, vehicles, buildings and players, but they can't be thrown and instead have to be hand-placed.
are only effective against vehicles after an update in 0.20.
* SuperDrowningSkills: In alpha, Back in very early versions, bodies of water are less deadly pools to drown in and more ''bottomless pit''. You die but the game shows you plummeting off the map.



*** Subverted again with more swimming capabilities and oportunity to be rescued by a boat by keeping still.
* TacticalDoorUse: Heavy gates can only be opened by your faction. Thus it's possible to escape enemies by closing the gate behind you, but you can also trap them within your fortifications.
* TargetSpotter:Field Artillery requires a two-man team, partly due to this trope and partly due to being too heavy to move with one person. A spotter with binoculars is required to accurately land shells on targets; needing to calculate the range between the target and their location before adjusting for the actual position of the artillery gun. It's ''extremely'' DifficultButAwesome.

to:

*** Subverted again with more swimming capabilities and oportunity opportunity to be rescued by a boat by keeping still.
* TacticalDoorUse: Gates and Heavy gates Gates can only be opened by your faction. Thus it's possible Building gates are a common way to escape enemies by closing the gate behind you, fence off a secure town or area, but you can also use them to trap them within your fortifications.
enemies or launch surprise attacks.
* TargetSpotter:Field TargetSpotter: Most artillery equipment like Howitzers, Mortars and Field Artillery requires a two-man team, partly due to this trope and partly due to being too heavy to move with one person. A spotter with binoculars is required to accurately land shells on targets; needing operate, reason being binoculars can display azimuth and distance, and artillery requires a distance and azimuth to fire. This also means the spotter needs to calculate the range between the artillery's target and their location before adjusting for the actual position of the artillery gun.through triangulation. It's ''extremely'' DifficultButAwesome.



* TunnelNetwork: While the tunnels don't allow soldiers to warp across the battlefield, they do permit defensive structures to operate without a player in them (they're implied to be manned and supplied using the tunnels).

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* TunnelNetwork: While In earlier versions of the tunnels don't allow soldiers game, these are built in order to warp across the battlefield, they do permit automate defensive structures to operate without a player in them (they're implied to be manned and supplied using the tunnels).tunnels). As of version 0.20 they are removed and replaced by Encampments and Town Halls providing the same capabilities.

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Updated critically misaccuarate entries. A revison should be made after the next version comes out. I recommend checking community highlights and streamers for info, like Helping Hans.


* RespawnPoint: The base Respawn Point is the town hall, conveniently where weapons, ammo, and other equipment will be stashed; an unlimited number of players can respawn at the town hall. Players can construct the barracks and the Outpost, the barracks will only permit five players to spawn there, the outpost is unlimited like the town hall. However, all three structures have to be stocked with Soldier Supplies; without the resources required to field soldiers on the battlefield...well, you can't field soldiers on the battlefield. Each respawn will consume a unit of supplies; ''without'' the above structures you're stuck with respawning in the wild--a random location on the map.

to:

* RespawnPoint: The base Respawn Point is the town hall, hall/Port Base , conveniently where weapons, ammo, and other equipment will be stashed; an unlimited number of players can respawn at the town hall. Port Base. Players can construct the barracks and the Outpost, Foward Operating Base, the barracks will only permit five players a small number of players to spawn there, the outpost FOB is unlimited like the town hall. However, all three of those structures (Exept Port Bases) have to be stocked with Soldier Supplies; without the resources required to field soldiers on the battlefield...well, you can't field soldiers on the battlefield. Each respawn will consume a unit of supplies; ''without'' the above structures you're stuck with respawning in the wild--a random location on the map.Home Region or in another Town Hall.



** While too primitive to field actual automatic turrets, static defenses can function as this provided that there is a TunnelNetwork within range. These structures will deactivate within ten minutes if they're disconnected from the network.
** Version 0.5 added two game modes that alter how the Sentry Gun defenses function. The first called "PvP" completely disables them, the second is "Town Fortress" that restricts the automated functionality within a radius around the town halls.

to:

** While too primitive to field actual automatic turrets, static defenses can function as this provided that there is a TunnelNetwork within range. These structures will deactivate within ten a few minutes if they're disconnected from the network.
** Version 0.5 added two events that change the way the game modes that works. Some happened to alter how the Sentry Gun defenses function. The first called "PvP" completely disables them, the second is "Town Fortress" that restricts the automated functionality within a radius around the town halls.



*** Subverted again with more swimming capabilities and oportunity to be rescued by a boat by keeping still.



* TargetSpotter: Artillery requires a two-man team, partly due to this trope and partly due to being too heavy to move with one person. A spotter with binoculars is required to accurately land shells on targets; needing to calculate the range between the target and their location before adjusting for the actual position of the artillery gun. It's ''extremely'' DifficultButAwesome.
* TierSystem: Production facilities have a technology tier level, which is improved by install the tech parts that are randomly found within resource piles. Each facility must be leveled individually, usually the starting town since it's furthest from the fighting--though that means an extended supply chain to get said material to the front. An overview follows; weapon factory items first, workshop items second, all weapons tiers include their ammunition.

to:

* TargetSpotter: TargetSpotter:Field Artillery requires a two-man team, partly due to this trope and partly due to being too heavy to move with one person. A spotter with binoculars is required to accurately land shells on targets; needing to calculate the range between the target and their location before adjusting for the actual position of the artillery gun. It's ''extremely'' DifficultButAwesome.
* TierSystem: (Removed and replaced with tech tree) Production facilities have a technology tier level, which is improved by install the tech parts that are randomly found within resource piles. Each facility must be leveled individually, usually the starting town since it's furthest from the fighting--though that means an extended supply chain to get said material to the front. An overview follows; weapon factory items first, workshop items second, all weapons tiers include their ammunition.



*TechTree: By submitting Tech Parts to a Research Centre, new technology can be researched using this style. Later,blueprints can be made to use some thech.



* YouRequireMoreVespeneGas: You require more scrap, fuel, sulfur, "technology parts", and "components"!
** Scrap, fuel, and sulfur can be found in respawning points across the maps, fighting for control of them will be critical to your war effort. Scrap must be refined into basic materials before being used.

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* YouRequireMoreVespeneGas: You require more scrap, fuel, sulfur, "technology parts", parts","components" "Basic Materials" ,"Refined Materials" and "components"!
"Explosive Materials"!
** Scrap, fuel, and sulfur can be found in respawning points across the maps, fighting for control of them will be critical to your war effort. Scrap must be refined into basic materials, components into Refined materials and sulfur into Explosive Materials before being used.
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* BoringButPractical: The rifle doesn't have the automatic power of the SMG, speed of the Carbine or short-range power of the shotgun. But it is the cheapest weapon (Meaning that ammo and rifles are always available), are very precise and [[JackOfAllTrades useful in any situation]].
** The truck is cheap to manufacture, can transport a good amount of troops and supplies to the front. Expect to see a lot of trucks around.
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* GenreBusting: Foxhole is a truly unique game, it takes the social aspects of a MMORPG, the "massive dynamic war" from VideoGame/PlanetSide, isometric top-down shooting from VideoGame/RunningWithRifles and also has the [[YouRequireMoreVespeneGas logistics and supply system]] coming from the RTS genre.
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/107e90de9fa0b024c04b94ff187c2c291cd3fac1.jpg]]
[[caption-width-right:350:Persistent World Warfare]]
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* AKA47: Most of the weapons are given generic names like "Rifle" or "Submachine Gun"; many of the weapons are generic in their designs as well, but a few resemble real-life weapons. The "Storm Rifle" is pretty clearly a WWII-era [[NazisWithGnarlyWeapons FG 42]], while the Grenade Launcher resembles the [[https://en.wikipedia.org/wiki/M1_grenade_adapter M1 Grenade Adapter]], to name two examples.

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* AKA47: Most of the weapons are given generic names like "Rifle" or "Submachine Gun"; many of the weapons are generic in their designs as well, but a few resemble real-life weapons. The "Storm Rifle" is pretty clearly a WWII-era [[NazisWithGnarlyWeapons [[UsefulNotes/NazisWithGnarlyWeapons FG 42]], while the Grenade Launcher resembles the [[https://en.wikipedia.org/wiki/M1_grenade_adapter M1 Grenade Adapter]], to name two examples.

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* AKA47: Most of the weapons are given generic names like "Rifle" or "Submachine Gun"; many of the weapons are generic in their designs as well, but a few resemble real-life weapons. The "Storm Rifle" is pretty clearly a WWII-era [[NazisWithGnarlyWeapons FG-42]], while the Grenade Launcher resembles the [[https://en.wikipedia.org/wiki/M1_grenade_adapter M1 Grenade Adapter]], to name two examples.

to:

* AKA47: Most of the weapons are given generic names like "Rifle" or "Submachine Gun"; many of the weapons are generic in their designs as well, but a few resemble real-life weapons. The "Storm Rifle" is pretty clearly a WWII-era [[NazisWithGnarlyWeapons FG-42]], FG 42]], while the Grenade Launcher resembles the [[https://en.wikipedia.org/wiki/M1_grenade_adapter M1 Grenade Adapter]], to name two examples.



* ArmyScout: Some players elect to act as this, traveling deep into enemy territory and calling out the locations of enemy troop concentrations. The addition of Radio Backpacks (which can be used to mark enemies on the map) has made this much easier.



* BayonetYa: 0.2 added bayonets to the game. They occupy the gun accessory slot and can be fixed to rifles or carbines, giving the user an EmergencyWeapon with a little more reach than just swinging their fists.
* CombatMedic: Sometimes forgotten in favor of stocking your respawn structures, but the field hospital allows you to manufacture medical supplies for the front lines. Players can stock up with first aid kits to heal their teammates while trauma kits allow them to stabilize dying allies. Nothing stops you from hauling weapons along other than having to deal with encumbrance and the trauma kit occupying the main weapon slot.

to:

* BayonetYa: 0.2 added bayonets to the game. They occupy the gun accessory slot and can be fixed to rifles or carbines, giving the user an EmergencyWeapon with a little more reach and damage than just swinging their fists.
* CombatMedic: Sometimes forgotten Often ignored in favor of stocking your respawn structures, but the field hospital allows you to manufacture medical supplies for the front lines. Players can stock up with first aid kits to heal their teammates while trauma kits allow them to stabilize dying allies. Nothing stops you from hauling weapons along other than having to deal with encumbrance and the trauma kit occupying the main weapon slot.



* CosmeticallyDifferentSides: As of 0.5, the Colonials and the Wardens now have different designs for their half-tracks, tanks, utility vehicles, and landers. Otherwise the two factions are identical. Additional faction-specific models for vehicles are planned.

to:

* CosmeticallyDifferentSides: As of 0.5, the Colonials and the Wardens now have different designs for their infantry uniforms, half-tracks, tanks, utility vehicles, and landers. Otherwise the two factions are identical. Additional faction-specific models for vehicles are planned.



* StickyBomb: Sticky bombs will stick to walls, buildings, and vehicles, but they can't be thrown.

to:

* StickyBomb: Sticky bombs will stick to walls, buildings, and vehicles, but they can't be thrown.thrown and instead have to be hand-placed.



** Subsequently averted with later updates: players can now tread water for a few seconds before drowning, as an [[AntiFrustrationFeature anti-frustration feature]] reducing the number of accidental drownings from accidentally falling off the dock while trying to board a vessel.

to:

** Subsequently averted with later updates: players can now tread water for a few seconds before drowning, as an [[AntiFrustrationFeature [[AntiFrustrationFeatures anti-frustration feature]] reducing the number of accidental drownings from accidentally falling off the dock while trying to board a vessel.
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* AKA47: Most of the weapons are given generic names like "Rifle" or "Submachine Gun". Most of the time the designs themselves are fairly generic as well, but one notable exception is the "Storm Rifle", which is pretty clearly a WWII-era [[NazisWithGnarlyWeapons FG-42]].

to:

* AKA47: Most of the weapons are given generic names like "Rifle" or "Submachine Gun". Most Gun"; many of the time the weapons are generic in their designs themselves are fairly generic as well, but one notable exception is the a few resemble real-life weapons. The "Storm Rifle", which Rifle" is pretty clearly a WWII-era [[NazisWithGnarlyWeapons FG-42]].FG-42]], while the Grenade Launcher resembles the [[https://en.wikipedia.org/wiki/M1_grenade_adapter M1 Grenade Adapter]], to name two examples.

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* AKA47: Inverted. While the side-loading, FG-42 like "Storm Rifle" loads 7.92mm and is selective fire, much like the World War 2-era STG-44 or "sturmgewehr", it looks nothing like it.
* AmphibiousAutomobile: The Amphibious Warfare Update will be adding the Landing APC; an open-topped amphibious "tank". A small squad of troops can ride on-board while it crosses the water, able to shoot out and vault over the sides should they need to disembark quickly.

to:

* AKA47: Inverted. While Most of the side-loading, FG-42 weapons are given generic names like "Rifle" or "Submachine Gun". Most of the time the designs themselves are fairly generic as well, but one notable exception is the "Storm Rifle" loads 7.92mm and Rifle", which is selective fire, much like the World War 2-era STG-44 or "sturmgewehr", it looks nothing like it.
pretty clearly a WWII-era [[NazisWithGnarlyWeapons FG-42]].
* AmphibiousAutomobile: The Amphibious Warfare Update will be adding added the Landing APC; APC, an open-topped amphibious "tank".tracked vehicle for landing troops on beachheads. A small squad of troops can ride on-board while it crosses the water, able to shoot out and vault over the sides should they need to disembark quickly.



* BayonetYa: 0.2 added bayonets to the game. They occupy the gun accessory slot and can be fixed to rifles or carbines.

to:

* AwesomePersonnelCarrier: The Halftrack and the Landing APC both count. The former carries fewer troops but is armed with a [[MoreDakka mounted Heavy Machine Gun]]; the latter is unarmed but carries large numbers of troops, can cross water, and allows passengers to return fire with their regular infantry weapons.
* BayonetYa: 0.2 added bayonets to the game. They occupy the gun accessory slot and can be fixed to rifles or carbines.carbines, giving the user an EmergencyWeapon with a little more reach than just swinging their fists.



* CosmeticallyDifferentSides: As of 0.5, the Colonials and the Wardens now have different designs for their half-tracks and landers. Otherwise the two factions are identical. Additional faction-specific models for vehicles are planned.

to:

* CosmeticallyDifferentSides: As of 0.5, the Colonials and the Wardens now have different designs for their half-tracks half-tracks, tanks, utility vehicles, and landers. Otherwise the two factions are identical. Additional faction-specific models for vehicles are planned.



* DeadlyGas: Green Ash grenades create a cloud of poisonous green gas at the target location. It will kill you in about three seconds if you don't have a gas mask to protect yourself.

to:

* DeadlyGas: Green Ash grenades create a cloud of poisonous green gas at the target location. It will kill you in about three seconds if you don't have a gas mask to protect yourself. However, since gas masks offer complete protection from gas with no drawbacks, players rarely actually use gas, preferring [[StuffBlowingUp more direct means]].



* EasyLogistics: The meat of this game is in [[AvertedTrope Averting]] this trope. Resources must be collected in the battlefield and must be transported to facilities that produce actual war material. The weapons, equipment, and vehicles must then be taken to the front lines or otherwise distributed to your army. Crippling the enemy supply line is critical for victory, they can't fight without weapons and armor, and these convoys are vulnerable to attack. Capturing certain towns can flat-out deny the enemy the production facilities to produce vehicles or medical supplies--in the case of vehicles, a lack of supply trucks will further hamper the enemy's ability to move what resources they have.

to:

* EasyLogistics: The meat of this game is in [[AvertedTrope Averting]] this trope. Resources must be collected in the battlefield and must be transported to facilities that produce actual war material. The weapons, equipment, and vehicles must then be taken to the front lines or otherwise distributed to your army. Crippling the enemy supply line is critical for victory, they can't fight without weapons and armor, and these convoys are vulnerable to attack. Capturing certain towns can flat-out deny the enemy the production facilities to produce vehicles or medical supplies--in the case of vehicles, a lack of supply trucks will further hamper the enemy's ability to move what resources they have. Playing as a logistical worker (or "[[FanNickname logi]]" as they are known to the playerbase) is a useful and profitable (though complicated and often [[DudeWheresMyRespect thankless]]) role for players.



* RareGuns: The storm rifle is a 7.92mm rifle with a large side-loading magazine and a selective-fire option, fulfilling long and short range duties admirably. It's also a rarity in the game's battlefields, having been too difficult to produce and falling out of favor for the far cheaper bolt-action 7.62mm rifle. Building them requires having an advanced war factory.

to:

* RareGuns: The storm rifle In-universe, the Storm Rifle is a 7.92mm rifle with a large side-loading magazine and a selective-fire option, fulfilling long and short range duties admirably. It's also a rarity in the game's battlefields, having been too difficult to produce and falling out of favor for the far cheaper bolt-action 7.62mm rifle. Building them requires having an advanced war factory.



* RespawnPoint: The base Respawn Point is the town hall, conveniently where weapons, ammo, and other equipment will be stashed; an unlimited number of players can respawn at the town hall. Players can construct the barracks and the Outpost, the barracks will only permit five players to spawn there, the outpost is unlimited like the town hall. However, all three structures have to be stocked with s. supplies; without the resources required to field soldiers on the battlefield...well, you can't field soldiers on the battlefield. Each respawn will consume a unit of supplies; ''without'' the above structures you're stuck with respawning in the wild--a random location on the map.

to:

* RespawnPoint: The base Respawn Point is the town hall, conveniently where weapons, ammo, and other equipment will be stashed; an unlimited number of players can respawn at the town hall. Players can construct the barracks and the Outpost, the barracks will only permit five players to spawn there, the outpost is unlimited like the town hall. However, all three structures have to be stocked with s. supplies; Soldier Supplies; without the resources required to field soldiers on the battlefield...well, you can't field soldiers on the battlefield. Each respawn will consume a unit of supplies; ''without'' the above structures you're stuck with respawning in the wild--a random location on the map.



* SprintMeter: Limits how long you can sprint before your character keels over for a few seconds to catch their breath. It also depletes based on your encumbrance level; if you're overburdened then your regular jog speed is reduced and you'll have to regularly stop.

to:

* SprintMeter: Limits how long you can sprint before your character keels over for a few seconds to catch their breath. Interestingly, it is affected by terrain: sprinting on soft ground depletes the meter much faster than sprinting on a road. It also depletes based on your encumbrance level; if you're overburdened then your regular jog speed is reduced and you'll have to regularly stop.



** Subsequently averted with later updates: players can now tread water for a few seconds before drowning, as an [[AntiFrustrationFeature anti-frustration feature]] reducing the number of accidental drownings from accidentally falling off the dock while trying to board a vessel.



* TargetSpotter: Artillery requires a two-man team, ''partly'' to shove the thing into place. A spotter with binoculars is required to accurately land shells on targets; needing to calculate the range between the target and their location before adjusting for the actual position of the artillery gun.

to:

* TargetSpotter: Artillery requires a two-man team, ''partly'' partly due to shove the thing into place.this trope and partly due to being too heavy to move with one person. A spotter with binoculars is required to accurately land shells on targets; needing to calculate the range between the target and their location before adjusting for the actual position of the artillery gun. It's ''extremely'' DifficultButAwesome.



** 6 - Storm rifles
* TrickBomb: Smoke grenades obscure vision with a dense cloud of smoke, which can blind enemy fortifications or cover your allies' movement.
* TunnelNetwork: While the tunnels don't allow soldiers to warp across the battlefield, they do permit defensive structures to operate while unmanned.
* VestigialEmpire: The Wardens were once a mighty empire but the war against the Colonials have broken them. The Deadlands map takes place where the empire's capital was located; now just a sprawling ruin that's home to smaller settlements.

to:

** 6 - Storm rifles
Rifles
* TrickBomb: Smoke grenades obscure vision with a dense cloud of smoke, which can blind enemy fortifications or cover your allies' movement.
movement. There are also DeadlyGas grenades (see above).
* TunnelNetwork: While the tunnels don't allow soldiers to warp across the battlefield, they do permit defensive structures to operate while unmanned.
without a player in them (they're implied to be manned and supplied using the tunnels).
* VestigialEmpire: The Wardens were once a mighty empire empire, but the war against the Colonials have has broken them. The Deadlands map takes place where the empire's capital was located; now just a sprawling ruin that's home to smaller settlements.

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* CosmeticallyDifferentSides: As of 0.5, the Colonials and the Wardens now have different designs for their half-tracks and landers. Otherwise the two factions are identical. Additional faction-specific models for vehicles are planned.



* DamageOverTime: The structure decay system, were buildings take damage over time and must occasionally be repaired. This is an attempt to {{Nerf}} the amount of defensive structures that players build; gameplay in early access beta has become about spamming foxholes and bunkers and turning matches into a pseudo-TowerDefense game.



* PvP: Ultimately, ''Foxhole'' is a PvP game, without AI bots or any kind of PvE mode. Defense structures are permitted to function as AI [[SentryGun Sentry Guns]] but this is something of a NecessaryWeasel--the game simply can't support the hundreds of players necessary to harvest, build, supply, fight, ''and'' garrison towns away from the immediate fighting. 0.5 added a special game mode that disables the automatic "SentryGun" function of defense structures that's called "[=PvP=]".



* SentryGun: While too primitive to field actual automatic turrets, static defenses can function as this provided that there is a TunnelNetwork within range. These structures will deactivate within ten minutes if they're disconnected from the network.

to:

* SentryGun: SentryGun:
**
While too primitive to field actual automatic turrets, static defenses can function as this provided that there is a TunnelNetwork within range. These structures will deactivate within ten minutes if they're disconnected from the network.network.
** Version 0.5 added two game modes that alter how the Sentry Gun defenses function. The first called "PvP" completely disables them, the second is "Town Fortress" that restricts the automated functionality within a radius around the town halls.
* ShowsDamage: 0.5 added visible damage states to structures with three catagories; healthy, damaged, and critical. As the structures take damage visible effects are added like bent metal or cracked concrete, aiding players in identifying what needs to be repaired...or focused fired on. Images can be found [[http://www.foxholegame.com/single-post/2017/09/26/Devblog-30 in this devblog]].
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''Foxhole'' is a 2017 game by {{Creator/Clapfoot}}.

Set in an AlternateTimeline that resembles the [[UsefulNotes/WorldWarI world]] [[UsefulNotes/WorldWarII wars]] , ''Foxhole'' is a TopDownView, WideOpenSandbox war game. Players choose one of two factions--the Wardens or the Colonials--and battle for dominance over different battlefields, capturing resources and occupying the various towns. The war is persistent, the fighting continues whether you're logged in or not, and the logistics are completely player-driven. Players must gather resources, produce materials, deliver them to the battle, and then defeat their enemy in combat.

to:

''Foxhole'' is a 2017 game top-down shooter by {{Creator/Clapfoot}}.

Clapfoot.

Set in an AlternateTimeline that resembles the [[UsefulNotes/WorldWarI world]] World]] [[UsefulNotes/WorldWarII wars]] Wars]] , ''Foxhole'' is a TopDownView, WideOpenSandbox war game. Players choose one of two factions--the Wardens or the Colonials--and battle for dominance over different battlefields, capturing resources and occupying the various towns. The war is persistent, the fighting continues whether you're logged in or not, and the logistics are completely player-driven. Players must gather resources, produce materials, deliver them to the battle, and then defeat their enemy in combat.



* AKA47: Most weapons in the game don't have specific names; like the SMG, pistol, rifle, etc. However the ''storm rifle'' is an advanced 7.92mm rifle capable of selective semi- and full-automatic fire--aka, the famous ''[[https://en.wikipedia.org/wiki/StG_44 Sturmgewehr 44]]'' assault rifle.

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* AKA47: Most weapons in Inverted. While the game don't have specific names; side-loading, FG-42 like the SMG, pistol, rifle, etc. However the ''storm rifle'' is an advanced "Storm Rifle" loads 7.92mm rifle capable of and is selective semi- and full-automatic fire--aka, fire, much like the famous ''[[https://en.wikipedia.org/wiki/StG_44 Sturmgewehr 44]]'' assault rifle.World War 2-era STG-44 or "sturmgewehr", it looks nothing like it.



* LostTechnology: Part of the backstory its actually set in the future but there's been something like a century of constant warfare between the Colonials and the Wardens. This on-going war has cost them some of their technological advancements which is why the war resembles World War-era. Their tanks in particular are both outdated and a rare sight on the battlefield.

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* LostTechnology: Part of the backstory its actually set in the future but there's been something like a century of constant warfare between the Colonials and the Wardens. This on-going war has cost them some of their technological advancements which is why the war resembles the World War-era. Their tanks in particular are both outdated and a rare sight on the battlefield.



* RareGuns: The storm rifle is actually the AKA47 Sturmgewehr 44. It's also actually a rarity in the game's battlefields, having been too difficult to produce and falling out of favor for the bolt-action 7.62mm rifle. Building them requires having an advanced war factory.

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* RareGuns: The storm rifle is actually the AKA47 Sturmgewehr 44. a 7.92mm rifle with a large side-loading magazine and a selective-fire option, fulfilling long and short range duties admirably. It's also actually a rarity in the game's battlefields, having been too difficult to produce and falling out of favor for the far cheaper bolt-action 7.62mm rifle. Building them requires having an advanced war factory.
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* AntiVehicle: A number of anti-vehicle weapons exist, including; [=RPGs=], high-explosive grenades, [StickyBomb Sticky Bombs]], and anti-tank mines.

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* AntiVehicle: A number of anti-vehicle weapons exist, including; [=RPGs=], high-explosive grenades, [StickyBomb [[StickyBomb Sticky Bombs]], and anti-tank mines.
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* AmphibiousAutomobile: The Amphibious Warfare Update will be adding the Landing APC; an open-topped amphibious "tank". A small squad of troops can ride on-board while it crosses the water, able to shoot out and vault over the sides should they need to disembark quickly.
* AntiVehicle: A number of anti-vehicle weapons exist, including; [=RPGs=], high-explosive grenades, [StickyBomb Sticky Bombs]], and anti-tank mines.


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* TacticalDoorUse: Heavy gates can only be opened by your faction. Thus it's possible to escape enemies by closing the gate behind you, but you can also trap them within your fortifications.
* TargetSpotter: Artillery requires a two-man team, ''partly'' to shove the thing into place. A spotter with binoculars is required to accurately land shells on targets; needing to calculate the range between the target and their location before adjusting for the actual position of the artillery gun.

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* RefiningResources: Scrap, components, and sulfur must be refined before being used; they produce basic materials, refined materials, and explosive materials respectively.



* TrickBomb: Smoke grenades obsucure vision with a dense cloud of smoke, which can blind enemy fortifications or cover your allies' movement.

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* TierSystem: Production facilities have a technology tier level, which is improved by install the tech parts that are randomly found within resource piles. Each facility must be leveled individually, usually the starting town since it's furthest from the fighting--though that means an extended supply chain to get said material to the front. An overview follows; weapon factory items first, workshop items second, all weapons tiers include their ammunition.
** 1 - Rifles, HE and frag grenades; [[BayonetYa bayonets]], wrenches, radios, artillery shells.
** 2 - [=SMGs=], [[RevolversAreJustBetter revolvers]], [[StickyBomb Sticky Bombs]]; [[GrenadeLauncher Grenade Launchers]], binoculars.
** 3 - Shotguns, [=RPGs=], [[TrickBomb smoke grenades]]; sledgehammers, satchel charges.
** 4 - Heavy machine guns, [[DeadlyGas poison gas grenades]]; gas masks, howitzer kits and shells, light tank kits and shells.
** 5 - Carbines, mortars.
** 6 - Storm rifles
* TrickBomb: Smoke grenades obsucure obscure vision with a dense cloud of smoke, which can blind enemy fortifications or cover your allies' movement.
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* DerelictGraveyard: Component spawn sites are filled with tank debris; the rusted out treads and oddly solid hulls are window dressing, but the bombed out tanks with wrecked turrets can be harvested for components and occasionally tech parts.
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* BayonetYa: 0.2 added bayonets to the game. They occupy the gun accessory slot and can be fixed to rifles or carbines.


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* CoolSidecar: The patrol bike features a sidecar; the passenger can use secondary equipment like pistols and binoculars.


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* DashAttack: Once you've fixed a bayonet you can sprint with the blade extended to impale an enemy.


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* DeathFromAbove: Mortars, howitzers, and field artillery provide ways for raining explosive death on your enemy.


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* {{Nerf}}: Fists were nerfed in version 0.2. Originally they were a OneHitKill to enemy soldiers since you'd have to risk getting shot to reach melee range to deal it; when bayonets were added the instant-kill was given to the bayonets to serve as a direct upgrade to fists, which now dealt half damage.
* OneHitKill: Fists were originally an instant-kill attack until bayonets were added in 0.2; bayonets are now the instant-kill melee option.

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* AKA47: Most weapons in the game don't have specific names; like the SMG, pistol, rifle, etc. However the ''storm rifle'' is an advanced 7.92mm rifle capable of selective semi- and full-automatic fire--aka, the famous ''[[https://en.wikipedia.org/wiki/StG_44 Sturmgewehr 44]]'' assault rifle.



* DeadlyGas: Green Ash grenades create a cloud of poisonous green gas at the target location. It will kill you in about three seconds if you don't have a gas mask to protect yourself.



* GarrisonableStructures: Aptly named "garrisoned houses" are large houses that exist within towns, wrecked from previous battles and needing to be rebuilt with a construction vehicle. Once rebuilt they'll function as a SentryGun when near a TunnelNetwork or players can pile inside to fire on enemies from cover, including heavy machine gunners.
* GrenadeLauncher: An accessory for the rifle that allows grenades to be shot over long distances.



* RareGuns: The storm rifle is actually the AKA47 Sturmgewehr 44. It's also actually a rarity in the game's battlefields, having been too difficult to produce and falling out of favor for the bolt-action 7.62mm rifle. Building them requires having an advanced war factory.



* RevolversAreJustBetter: The revolver is a pure upgrade over the standard starting pistol. You lose two rounds of ammo for much higher damage and better range.



* StarterEquipment: Whenever you spawn you're given a pistol with two magazines and a hammer, allowing you a very basic defense or the ability to start gathering resources. If you spawn near a town hall that's well supplied you'll immediately have access to better equipment .

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* StarterEquipment: Whenever you spawn you're given a pistol with two magazines and a hammer, allowing you a very basic defense or the ability to start gathering resources. If you spawn near a town hall that's well supplied you'll immediately have access to better equipment .equipment.
* StickyBomb: Sticky bombs will stick to walls, buildings, and vehicles, but they can't be thrown.
* SuperDrowningSkills: In alpha, bodies of water are less deadly pools to drown in and more ''bottomless pit''. You die but the game shows you plummeting off the map.
* TrickBomb: Smoke grenades obsucure vision with a dense cloud of smoke, which can blind enemy fortifications or cover your allies' movement.
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* CombatMedic: Sometimes forgotten in favor of stocking your respawn structures, but the field hospital allows you to manufacture medical supplies for the front lines. Players can stock up with first aid kits to heal their teammates while trauma kits allow them to stabilize dying allies. Nothing stops you from hauling weapons along other than having to deal with encumbrance and the trauma kit occupying the main weapon slot.


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* SprintMeter: Limits how long you can sprint before your character keels over for a few seconds to catch their breath. It also depletes based on your encumbrance level; if you're overburdened then your regular jog speed is reduced and you'll have to regularly stop.
* StarterEquipment: Whenever you spawn you're given a pistol with two magazines and a hammer, allowing you a very basic defense or the ability to start gathering resources. If you spawn near a town hall that's well supplied you'll immediately have access to better equipment .
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''Foxhole'' is a 2017 game by {{Creator/Clapfoot}}.

Set in an AlternateTimeline that resembles the [[UsefulNotes/WorldWarI world]] [[UsefulNotes/WorldWarII wars]] , ''Foxhole'' is a TopDownView, WideOpenSandbox war game. Players choose one of two factions--the Wardens or the Colonials--and battle for dominance over different battlefields, capturing resources and occupying the various towns. The war is persistent, the fighting continues whether you're logged in or not, and the logistics are completely player-driven. Players must gather resources, produce materials, deliver them to the battle, and then defeat their enemy in combat.

''Foxhole'' can be found in Early Access on {{UsefulNotes/Steam}}.

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!!This game provides examples of:
* CrypticBackgroundReference: The game's lore primarily exists of small bits of flavor text for maps, along with statue plaques, forgotten notes, and descriptions of view points that reveal tiny snippets of the setting.
* EasyLogistics: The meat of this game is in [[AvertedTrope Averting]] this trope. Resources must be collected in the battlefield and must be transported to facilities that produce actual war material. The weapons, equipment, and vehicles must then be taken to the front lines or otherwise distributed to your army. Crippling the enemy supply line is critical for victory, they can't fight without weapons and armor, and these convoys are vulnerable to attack. Capturing certain towns can flat-out deny the enemy the production facilities to produce vehicles or medical supplies--in the case of vehicles, a lack of supply trucks will further hamper the enemy's ability to move what resources they have.
* ForeverWar: The game takes place at some point in the future but a century of warfare has left the battlefield resembling the World War period. The current conflict isn't some major push for victory for either faction, but a campaign to capture the resource-rich lands to continue the war.
* GreyAndGrayMorality: Despite their resemblance to the Allies and Axis of World War 2, the Wardens and the Colonials are both morally grey and neither is the "hero" or "villain" of the story. If anything, the Wardens are the current aggressors in a war to retake territory from a previous conflict.
* LostTechnology: Part of the backstory its actually set in the future but there's been something like a century of constant warfare between the Colonials and the Wardens. This on-going war has cost them some of their technological advancements which is why the war resembles World War-era. Their tanks in particular are both outdated and a rare sight on the battlefield.
* QuicksandBox: It can be daunting for a new player to figure out what to do and where to go; there is no in-game direction as to what you should be doing to win the war. Especially since you start only with a pistol and a hammer, just getting a basic rifle or finding the action takes some getting used to.
* RespawnPoint: The base Respawn Point is the town hall, conveniently where weapons, ammo, and other equipment will be stashed; an unlimited number of players can respawn at the town hall. Players can construct the barracks and the Outpost, the barracks will only permit five players to spawn there, the outpost is unlimited like the town hall. However, all three structures have to be stocked with s. supplies; without the resources required to field soldiers on the battlefield...well, you can't field soldiers on the battlefield. Each respawn will consume a unit of supplies; ''without'' the above structures you're stuck with respawning in the wild--a random location on the map.
* RidiculouslyFastConstruction: Pretty slow by the standards of many games, but you can build pillboxes and other structures within a minute or two.
* SentryGun: While too primitive to field actual automatic turrets, static defenses can function as this provided that there is a TunnelNetwork within range. These structures will deactivate within ten minutes if they're disconnected from the network.
* TunnelNetwork: While the tunnels don't allow soldiers to warp across the battlefield, they do permit defensive structures to operate while unmanned.
* VestigialEmpire: The Wardens were once a mighty empire but the war against the Colonials have broken them. The Deadlands map takes place where the empire's capital was located; now just a sprawling ruin that's home to smaller settlements.
* YouRequireMoreVespeneGas: You require more scrap, fuel, sulfur, "technology parts", and "components"!
** Scrap, fuel, and sulfur can be found in respawning points across the maps, fighting for control of them will be critical to your war effort. Scrap must be refined into basic materials before being used.
** Technology parts are required to level up your production facilities and components are processed into refined materials for advanced construction. Both of these resources are occasionally found within other nodes and do not spawn on their own.

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