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** The Federation has blue ships that look like throwbacks to classic 50's sci-fi spaceships, though with a strong Franchise/StarTrek element harking back to their namesake.

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** The Federation has blue ships that look like throwbacks to classic 50's sci-fi spaceships, though with a strong Franchise/StarTrek ''Franchise/StarTrek'' element harking back to their namesake.



* StandardHumanSpaceship: Though [[AmbiguouslyHuman no species is explicitly human]], the Rebels and Federation both delve into this. The Rebels go for boxy, gunmetal grey ships, while the Federation paints theirs blue and has a more StarTrek, retro feel.

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* StandardHumanSpaceship: Though [[AmbiguouslyHuman no species is explicitly human]], the Rebels and Federation both delve into this. The Rebels go for boxy, gunmetal grey ships, while the Federation paints theirs blue and has a more StarTrek, ''Franchise/StarTrek'', retro feel.


* JackOfAllStats: The Federation is a middle-ground faction with small bonuses to many stats and no penalties. This makes them a good all-around faction to start off with, and flexible enough to run with many strategies and configurations.



* TheMario: The Federation is a middle-ground, JackOfAllStats faction with small bonuses to many stats and no penalties. This makes them a good all-around faction to start off with, and flexible enough to run with many strategies and configurations.

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* TheMario: The Federation is a middle-ground, JackOfAllStats faction with small bonuses to many stats and no penalties. This makes them a good all-around faction to start off with, and flexible enough to run with many strategies and configurations.


* CriticalExistenceFailure: A ship can be reduced to little more than a slowly moving hulk, billowing flames from holes that seem to make up most of the ship, but so long as it doesn't take one more shot and shave off that last point of hull, it won't explode.



** About the sole exception is the Nomads, who don't hate everyone else, they're just (literally) killing time until they finally find a planet they'd like to settle down on.



** Many races have a Cruiser hull specialized to this end, such as the Federation's Panther or the Tribe's Utopia. They will feature a higher number of weapon hardpoints in exchange for much fewer subsystems, which will be almost entirely focused on meeting the huge power and crew demands for their vast weapon arrays.



* MartialPacifist: The Tribe really, honestly would like the universe to be at peace and have no one be harshing anyone else's mellow, it's just that they've come to the conclusion peace can only be achieved by killing the living daylights out of everyone else.



* LaResistance: The Rebels, a group of breakaway races whose members didn't want to spend the rest of their life fighting for the Empire. [[{{Irony}} Therefore, they've devoted their lives to fighting against it instead]].

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** One of the last patches for the game included a Direct Control mode, which allows you to alter orders mid-fight, at the cost of disqualifying you from adding your name to the list of those who have cleared a challenge.
* LaResistance: The Rebels, a group of breakaway races whose members didn't want to spend the rest of their life fighting for the Empire. [[{{Irony}} Therefore, they've devoted their lives to fighting against it instead]]. It comes as no surprise that most member species are described as "irony-resistant".


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* StoneWall: Strategy du jure of the Tribe, who have a race wide penalty to shields and armor but ''double'' the hull points of other races. Tribe ships will spend more or less the whole battle with flames pouring out of them, but rarely actually detonating.
** Most races have a cruiser hull tailored to this end, with very few weapons but a surfeit of subsystems. If you're willing to forgo anything but a few token weapons, these ships can soak up fire from an entire fleet without breaking stride. Of particular note is the Empire Praetorian, which has only 5 weapon slots but '''15 subsystems''', the highest number in the game.


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** As a general rule: missiles beat shields, beams beat armor and blasters beat hull.


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* WarForFunAndProfit: The former is the entire causus belli of the Nomads, who think genocide is a great way to kill an afternoon, while the Federation eats, sleeps and breathes the latter.


A [[http://www.gratuitousspacebattles2.com/ sequel]] is now in development.

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A [[http://www.gratuitousspacebattles2.com/ sequel]] is now was released in development.
2015, but it was not well-received and quickly abandoned by the developers.


* ArtificialStupidity: Ships and fighters generally target the closest enemy ship unless given specific orders otherwise. This has resulted in the use of "tank cruiser" strategies where one of more MightyGlacier cruisers are positioned ahead of the fleet, using massive amounts of armor, shields, and repair systems to soak up fire while allowing the rest of the fleet to fire around it. This can be particularly devastating against fighter-oriented fleets, as the entire fighter force will try to swam the shielding ship and get ripped apart by the rest of the fleet. Any fleet not specifically oriented toward destroying the "tank cruisers" quickly will be torn apart.

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* ArtificialStupidity: Ships and fighters generally target the closest enemy ship unless given specific orders otherwise. This has resulted in the use of "tank cruiser" strategies where one of more MightyGlacier cruisers are positioned ahead of the fleet, using [[SuperToughness massive amounts of armor, shields, and repair systems systems]] to [[DrawAggro soak up fire while allowing the rest of the fleet to fire around it.it]]. This can be particularly devastating against fighter-oriented fleets, as the entire fighter force will try to swam the shielding ship and get ripped apart by the rest of the fleet. Any fleet not specifically oriented toward destroying the "tank cruisers" quickly will be torn apart.



* MightyGlacier: Most cruisers fall under this variety, and a properly armored/shielded cruiser with good point defense and/or EMP weapons can be an extremely effective tank for frigates or other cruisers.
** TheEmpire actually specializes in this; they even get a special frigate hull named the "Weapons Platform" that has minimal modules but eight hardpoints (by comparison, that's more than many ''cruisers'' get), and is designed to either have little to no engine capability....but with the sheer number of hardpoints and low cost, the platform is able to inflict a ridiculous amount of damage-per-cost.
** The Tribe, too. The Tribe's ships get a 100% boost to hull integrity and ''really'' good repair systems. As a result, the Tribe's cruisers can take an incredible beating and keep going.
** The Order's ships move very slowly, generally having a substantial speed penalty, but their power generation is such that they can afford to stack shields and powered armor and tons of weaponry on their cruisers.

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* MightyGlacier: Most cruisers fall under this variety, and a properly armored/shielded cruiser with good point defense and/or EMP weapons can be an extremely effective tank for frigates or other cruisers.
MightyGlacier:
** TheEmpire actually specializes in this; they even get a special frigate hull named the "Weapons Platform" that has minimal modules but eight hardpoints (by comparison, that's more than many ''cruisers'' get), and is designed to either have little to no engine capability....but with the sheer number of hardpoints and low cost, the platform is able to inflict a ridiculous amount of damage-per-cost.
** The Tribe, too. The Tribe's ships get a 100% boost to hull integrity and ''really'' good repair systems. As a result, the Tribe's cruisers can take an incredible beating and keep going.
** The Order's ships move very slowly, generally having a substantial speed penalty, but their power generation is such that they can afford to stack shields and powered armor and tons of weaponry on their cruisers.

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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/gratuitous_space_battles_image.jpg]]
[[caption-width-right:350:The essence of the game, in one shot.]]


** The Tribe's ships are green and gray, with rounded and organic-looking hulls, and the Order features bright red-painted ships that seem to be held together by some kind of weird energy/tractor beams that seem impractical but ''[[RuleOfCool looks totally freaking awesome.]]''

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** The Tribe's ships are green and gray, with rounded and organic-looking hulls, and the hulls.
** The
Order features bright red-painted ships that seem to be held together by some kind of weird energy/tractor beams that seem impractical but ''[[RuleOfCool looks totally freaking awesome.]]''

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A [[http://www.gratuitousspacebattles2.com/ sequel]] is now in development.


* {{Design-It-Yourself Equipment}}

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%% * {{Design-It-Yourself Equipment}}DesignItYourselfEquipment

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* StandardHumanSpaceship: Though [[AmbiguouslyHuman no species is explicitly human]], the Rebels and Federation both delve into this. The Rebels go for boxy, gunmetal grey ships, while the Federation paints theirs blue and has a more StarTrek, retro feel.


* ArmorIsUseless: Generally averted; you want some armor on your cruisers and frigates to stop them from getting mauled by shield-bypassing fighters, and heavier armor on cruisers, when combined with repair systems, can allow them to shrug off a truly [[IncrediblyLamePun gratuitous]] amount of fire from almost anything. One may still want to skimp on armor for fighters, however, as even basic ablative armor will add up when the upgrade is being spread across an entire squadron of fighters, and any heavier armor will result in a speed loss and ''decrease'' the fighters' survivability. [[hottip:+: For example, if you have a basic fighter design that only costs 80 credits per ship, and add a basic ablative armor upgrade, that'll tack on about 30 extra credits to each fighter - now multiply that by 16 fighters in your squadron, and that comes out to 1760 credits for the whole squadron, as opposed to 1280 for the unarmored squadron.]] This is ''especially'' important in the campaign.

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* ArmorIsUseless: Generally averted; you want some armor on your cruisers and frigates to stop them from getting mauled by shield-bypassing fighters, and heavier armor on cruisers, when combined with repair systems, can allow them to shrug off a truly [[IncrediblyLamePun gratuitous]] amount of fire from almost anything. One may still want to skimp on armor for fighters, however, as even basic ablative armor will add up when the upgrade is being spread across an entire squadron of fighters, and any heavier armor will result in a speed loss and ''decrease'' the fighters' survivability. [[hottip:+: For survivability[[labelnote:+]]For example, if you have a basic fighter design that only costs 80 credits per ship, and add a basic ablative armor upgrade, that'll tack on about 30 extra credits to each fighter - now multiply that by 16 fighters in your squadron, and that comes out to 1760 credits for the whole squadron, as opposed to 1280 for the unarmored squadron.]] [[/labelnote]] This is ''especially'' important in the campaign.


There are four main races in the game: The Federation (available from the start), the Rebels, the Alliance, and the Empire. Additional factions -- the Tribe, the Order, the Swarm, the Nomads, the Outcastes, and the Parasites -- are also available through {{downloadable|Content}} {{Expansion Pack}}s. Each of these races has its own hull designs and layouts. There's a little bit of backstory as to why all these races are fighting each other, but you don't have to know any of it to [[ExcusePlot actually play or enjoy the game]]. If you have seen any sci-fi at all, chances are [[StandardSciFiSetting you know the backstory anyway]].

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There are four main races in the game: The Federation (available from the start), the Rebels, the Alliance, and the Empire. Additional factions -- the Tribe, the Order, the Swarm, the Nomads, the Outcastes, Outcasts, and the Parasites -- are also available through {{downloadable|Content}} {{Expansion Pack}}s. Each of these races has its own hull designs and layouts. There's a little bit of backstory as to why all these races are fighting each other, but you don't have to know any of it to [[ExcusePlot actually play or enjoy the game]]. If you have seen any sci-fi at all, chances are [[StandardSciFiSetting you know the backstory anyway]].


There are four main races in the game: The Federation (available from the start), the Rebels, the Alliance, and the Empire. A fifth, the Tribe, is also available in the game's newly-released ExpansionPack. Faction number six, the Order, are in the second expansion. Expansion three brings the Swarm, the fourth expansion brings the Nomads, the fifth brings the Parasites, and the sixth brings the Outcasts. Each of these races has its own hull designs and layouts. There's a little bit of backstory as to why all these races are fighting each other, but you don't have to know any of it to [[ExcusePlot actually play or enjoy the game]]. If you have seen any sci-fi at all, chances are [[StandardSciFiSetting you know the backstory anyway]].

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There are four main races in the game: The Federation (available from the start), the Rebels, the Alliance, and the Empire. A fifth, Additional factions -- the Tribe, is also available in the game's newly-released ExpansionPack. Faction number six, the Order, are in the second expansion. Expansion three brings the Swarm, the fourth expansion brings the Nomads, the fifth brings the Parasites, Outcastes, and the sixth brings the Outcasts.Parasites -- are also available through {{downloadable|Content}} {{Expansion Pack}}s. Each of these races has its own hull designs and layouts. There's a little bit of backstory as to why all these races are fighting each other, but you don't have to know any of it to [[ExcusePlot actually play or enjoy the game]]. If you have seen any sci-fi at all, chances are [[StandardSciFiSetting you know the backstory anyway]].

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** The Classic Dreadnoughts GameMod takes this to its logical end, with truly titanic and slow-moving battleships twice the size of most cruisers and mounting even more weaponry.
* MoreDakka: Ships can mount rapid-fire weapons, including cruiser lasers and quicker-firing plasma weapons. Frigates can load up on rapid-fire ion cannons to chew up shields. Fighters can mount faster-firing pulse lasers, and there's a mod to add a "fighter gatling gun" that amplifies the fighter fire rate to insane degrees.


* OldSchoolDogfighting: Fighters engaging in combat will usually engage in classic whirling-around-in-circles while doing strafing runs, unless they've been specifically given the "Follow Leader" order, which causes them to launch concentrated strafing runs against enemy vessels.

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* OldSchoolDogfighting: OldSchoolDogfight: Fighters engaging in combat will usually engage in classic whirling-around-in-circles while doing strafing runs, unless they've been specifically given the "Follow Leader" order, which causes them to launch concentrated strafing runs against enemy vessels.

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