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* BlownAcrossTheRoom: Firearms have a decent amount of knockback, but nothing too crazy. It only really gets ''absurd'' if you catch someone with a shotgun blast at point blank - which can (understandably) even stun armored guards for a few seconds.


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* FrickinLaserBeams: Offworld Security's Concussion Guns have a limited capacity of 16 shots and are 'reloaded' by visiting friendly stations. They shoot light blue energy bolts that seem to disable targets through concussive/impact force (since they can still break windows) rather than being {{Static Stun Gun}}s
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* GameplayAndStorySegregation: Offworld Security's culture [[ThouShaltNotKill explicitly forbids killing under any circumstance]].. but they're just as willing to [[ThrownOutTheAirlock throw you out of an airlock]] as any other faction.

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** Alternately, their missions can be very... unique. One special defector challenges involve boarding a ship without a pod; you must propel yourself to the airlock using guns, which is harder than it sounds.

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** Alternately, their missions can be very... unique. One special defector challenges involve challenge involves boarding a ''moving'' ship without a pod; you must propel yourself to the airlock using guns, which is harder than it sounds.surprisingly difficult.



* DestructiveTeleportation: Teleportation in the setting works this way, as Asli Sixty explains. The Glitch make the implications of it a major part of their culture.



** GunsAkimbo: A valid tactic, given that even Automatic weapons have a brief delay between shots. The pause and aim mechanics allow you to gun down an entire room of guards with ease.

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** GunsAkimbo: A valid tactic, given that even Automatic weapons have a brief delay between shots. The pause and aim mechanics allow you to gun down an entire room of guards with ease. Can be especially useful with concussion guns, which have a hard limit of 16 shots at a time, being energy-based.



* SequelHook: [[spoiler:Fiasco reveals she's been working for a fifth faction, who conquers the sector while the other factions are weakened from the war she started. She is ~70% confident that they won't kill everybody. The game ends with a view of the siege ship armada sweeping across the Drift, capturing station after station in rapid succession.]]

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* SequelHook: [[spoiler:Fiasco reveals she's been working for a fifth faction, who conquers the sector while the other factions are weakened from the war she started. She is ~70% confident that they won't kill everybody. The game ends If you select 'Mind if I watch it with you?', you get a view of the siege ship armada sweeping across the Drift, capturing station after station in rapid succession.succession. This ends your 'current' run, but you can generate new Drifts and keep playing as much as you like.]]



** Visitors teleport you to another location for two seconds. If you use another visitor charge at the last second, your first jump becomes permanent.
** Sidewinders can teleport you to any point within the area of effect, so long as there is a clear path. They can't go through doors, walls, windows, or the weird blue atmospheric retention fields that keep ships from depressurizing, but they can teleport you past the line-of-sight of guards and save time on a long open path if the start and end points are within 8-16 meters of each other.

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** Visitors teleport you to another location anywhere in range for two seconds. If you You can use another a second visitor charge at to make the last second, your first jump becomes permanent.
** Sidewinders can teleport you to any point within the area of effect, so long as there is a clear path.path from your location to that point. Even if that path leaves the area of effect. They can't go through doors, walls, windows, or the weird blue atmospheric retention fields that keep ships from depressurizing, but they can teleport you past the line-of-sight of guards and save time on a long open path if the start and end points are within 8-16 meters of each other.
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* DestructiveTeleportation: Teleportation in the setting works this way, as Asli Sixty explains. The Glitch make the implications of it a major part of their culture.
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* FacelessGoons: All Offworld Security personnel aside from Gemini wear fully-obscuring headgear; guards appear to have an opaque-visored helmet, whilst officers seem to have a kind of... ballcap-goggles-headset-balaclava combo.
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* AwesomeMcCoolname: In the future, people apparently name their kids after stars and other stellar phenomena. For instance, the ex-Sovereign cryptographer Mirfak Lagrange; Mirfak is from the Arabic name for Alpha Persei, and Lagrange refers to Lagrangian points. You can even add your own names to the pools if you want.
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* CoolSword: The Shortblade is held more like a tonfa, with the blade parallel to the forearm and tip near the wielder's elbow.

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* CoolOldLady: Sader Fiasco claims to be ''60'' or thereabouts, is [[TheChessmaster a master spy]], and [[MadeOfIron has been shot ten times]].

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* CoolOldLady: Sader Fiasco claims to be ''60'' or thereabouts, is [[TheChessmaster a master spy]], and [[MadeOfIron has been shot ten times]]. She single-handedly (more or less) dismantled the Sleeper Fleet - a massive, unknown faction - on a RoaringRampageOfRevenge because they hurt someone close to her.



* CuttingTheKnot: Encouraged. While the example above of hijacking another ship and firing on the ship your target is in will work for assassination missions, capture missions and theft missions will result in an instant failure if your target is killed. In addition, since you can pause at any time, a solution to a difficult question may present itself if you take the time to think it through.

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* CuttingTheKnot: Encouraged. While the example above of hijacking another ship and firing on the ship your target is in will work for assassination missions, capture missions and theft missions will result in an instant failure if your target is killed. killed/destroyed. In addition, since you can pause and fast-forward at any time, a solution to a difficult question may present itself if you take the time to think it through.through or wait for an opportune moment.



* DestinationDefenestration: A valid tactic for dealing with guards. The Concussion Hammer in particular can launch guards pretty impressive distances, even straight through/out windows.

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* DestinationDefenestration: A valid tactic for dealing with guards. The Concussion Hammer in particular can launch guards pretty impressive distances, even potentially straight through/out windows.windows. Even armored guards are vulnerable to this, even if it can't actually knock them out.



* DontExplainTheJoke: If you talk to Mirfak Lagrange and ask him whether he's with Sovereign...
-->'''Player:''' ''"Hey Mirfak. You're Sovereign, right?"''
-->'''Mirfak:''' ''"Is it the hair?"''
-->'''Player:''' ''"I don't get it."''
-->'''Mirfak:''' ''"Sovereign have a white hair thing going on these days, dunno if you noticed."''
-->'''Player:''' ''"But you have no hair."''
-->'''Mirfak:''' ''"That's the joke. Welcome to the joke. It's bad here now."''



** Guards will ignore weapons/items that are just lying on the floor, because they clearly weren't dropped by Steve who hasn't returned from the bathroom yet even though he left ''twenty minutes ago''.



* RoaringRampageOfRevenge: The ex-Foundry bartender, Breaker Gemini, explains what happened to the Sleeper Fleet when they killed someone Sader cared about; within ''two hours'', she'd killed the Fleet's commander. Then she leaked their cyphers and personally stole around a third of their fleet. Then ''Sovereign's'' fleet showed up. The last of the Sleeper fleet was annihilated years later in a freak electrical storm.



-->''If god is dead, he was probably screwing with arconite. -Foundry''

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-->''If god is dead, he was probably screwing with arconite. -Foundry''-Foundry''
* WhiteHairBlackHeart: Mirfak notes that white hair is a bit of a thing in Sovereign, lately. If you look closely, you'll see this is true; all Sovereign guards have white (or grey) hair. [[spoiler:Also, Sader - though she's old enough that it (probably) isn't dyed that way.]]
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** An easy but risky method is to hijack another ship, then fly it over to the target ship and open fire (the button you use to brake with your pod is used here to fire missiles). Unfortunately, there's no relative brake, handling an actual warship is about five times harder than flying with your pod, and the enemy ship will flee to a station while they return fire. Try to hijack a ship from the same faction as the one you're targeting, or they'll turn hostile when they detect you.
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** Visitors teleport you to another location for two seconds. If you reactivate it at the last second, your jump becomes permanent.
** Sidewinders can teleport you to any point within the area of effect, so long as there is a clear path. They can't go through doors, walls, windows, or the weird blue atmospheric retention fields that keep ships from depressurizing.

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** Visitors teleport you to another location for two seconds. If you reactivate it use another visitor charge at the last second, your first jump becomes permanent.
** Sidewinders can teleport you to any point within the area of effect, so long as there is a clear path. They can't go through doors, walls, windows, or the weird blue atmospheric retention fields that keep ships from depressurizing.depressurizing, but they can teleport you past the line-of-sight of guards and save time on a long open path if the start and end points are within 8-16 meters of each other.

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* CoolOldLady: Sader Fiasco claims to be ''60'' or thereabouts, is [[TheChessmaster a master spy]], and [[MadeOfIron has been shot ten times]].
-->'''Sader Fiasco:''' ''"It's a contract. You take contracts. I've taken contracts for forty years. You know what they say about old spies?"''
-->'''Player:''' ''"They're old, and also spies?"''
-->'''Sader Fiasco:''' ''"Nothing. They're all dead by thirty-six.''
------>''You make it to sixty in this job by being very, very, very, careful.''
------->''And eventually, you get a rep.''
-------->''If you wanna crush an empire in this galaxy, you send an armada.''
--------->''[[BadassBoast You wanna crush four, you send me]]."''
* CoolStarship: Offworld Security ships are shining white flying-wing designs, and thus look ''very'' sleek and cool. Sovereign ships are also pretty sleek, having a serious case of RedAndBlackAndEvilAllOver.



* KnowledgeBroker: Sader Fiasco retires from getting shot and instead helps the Resistance overthrow the four factions vying for control of the sector.



** Glitcher ships have a pretty severe case of this too, being seemingly cobbled together from scrap and junk. In certain locations, shooting out one or two fuel tanks can cause ''entire sections'' of a ship to break off from the main body.



* PunchedAcrossTheRoom: Most melee weapons except the shortblade have decent knockback, but Offworld Security's Concussion Hammer takes first place here. It can send guards absolutely ''flying'', and is especially effective at [[DestinationDefenestration sending them through windows]].

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* PunchedAcrossTheRoom: Most melee weapons except the shortblade have decent knockback, but Offworld Security's Concussion Hammer takes first place here. It can send guards absolutely ''flying'', and is especially effective at [[DestinationDefenestration sending them through windows]]. It can even launch armored guards around, despite being unable to actually knock them unconscious.



** Bloodless: PacifistRun non-lethal style. You cannot kill ''anyone'' (except your assassination target, if applicable), but KOs are acceptable.

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** Bloodless: PacifistRun non-lethal style. You cannot kill ''anyone'' (except your assassination target, if applicable), but KOs [=KOs=] are acceptable.



** Enigma: No ''living'' witnesses. If any guards see you, you ''must'' kill them to preserve your anonymity. Thankfully missions only generate with a single clause - no Bloodless Enigma missions.
** Silent: StealthRun - no alarms. This generally requires not being spotted at all, and not setting off any explosives.
** [[HarderThanHard Ghost]]: All of the above, except Silent. You cannot kill or knock out any guards, and you cannot be seen.

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** Enigma: No ''living'' witnesses. If any guards see you, you ''must'' kill them to preserve your anonymity. Thankfully missions only generate with a single clause - no Bloodless Enigma missions.
missions (you'd get Ghost instead).
** Silent: StealthRun - no alarms. This generally requires not being spotted at all, and not setting off any explosives.
explosives or firing any loud weapons.
** [[HarderThanHard Ghost]]: All of the above, except Silent. You cannot kill or knock out any guards, and you cannot be seen. Alarms are fine.



* SequelHook: [[spoiler:Fiasco reveals she's been working for a fifth faction, who conquers the sector while the other factions are weakened from the war she started. She claims they'll just relocate the civilians with compensation, but then the fleet accelerates at ramming speed...]]

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* SequelHook: [[spoiler:Fiasco reveals she's been working for a fifth faction, who conquers the sector while the other factions are weakened from the war she started. She claims they'll just relocate the civilians is ~70% confident that they won't kill everybody. The game ends with compensation, but then a view of the fleet accelerates at ramming speed...siege ship armada sweeping across the Drift, capturing station after station in rapid succession.]]

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* DungeonBypass: The Foundry Brick, an expensive type of breacher pod, can destroy a room/square of a ship by ramming it at high speed. This is a perfectly valid way to essentially bypass an entire, very large ship crewed by tons of badass guards and sentry guns, creating an opening right next to your objective. There are catches, however. You can ''only'' destroy a room by ramming it at high speed, making aiming rather difficult, especially if your target ship isn't sailing straight. On impact, your breacher pod is sent flying out of control, requiring you to fix it in a minigame sequence, which takes time. Combined with the fact that ramming a ship instantly sets off its alarm, for missions that have sufficiently short alarm response times, this tactic isn't possible. Lastly, if you're performing a capture mission, and your target happens to move on a patrol at just the wrong time, your ramming might end up killing your target, instantly failing the mission. Even for rescue and theft missions, the difficulty in precisely aiming your ram means that you might end up destroying/killing your target by accident.

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* DualWielding: You can only assign two items to active use at any time, but they can be any two. Your character sprite is only ever shown wielding one item at a time, though.
** FiringOneHanded: Automatic shotgun in one hand, grenade launcher in the other? Sure, why not.
** GunsAkimbo: A valid tactic, given that even Automatic weapons have a brief delay between shots. The pause and aim mechanics allow you to gun down an entire room of guards with ease.
** SwordAndGun: A simple but effective combo - combine a longblade or shortblade with a suppressed sidearm. Or if you're feeling like a TechnicalPacifist, use a wrench/hammer and a concussion gun.
* DungeonBypass: The Foundry Brick, an expensive type of breacher pod, can destroy a room/square of a ship by ramming it at high speed. This is a perfectly valid way to essentially bypass an entire, very large ship crewed by tons of badass guards and sentry guns, creating an opening right next to your objective. There are catches, however. You can ''only'' destroy a room by ramming it at high speed, making aiming rather difficult, especially if your target ship isn't sailing straight. On impact, your breacher pod is sent flying out of control, requiring you to fix it in a minigame sequence, which takes time. Combined with the fact that ramming a ship instantly sets off its alarm, for missions that have sufficiently short alarm response times, this tactic isn't always possible. Lastly, if you're performing a capture mission, and your target happens to move on a patrol at just the wrong time, your ramming might end up killing your target, instantly failing the mission. Even for rescue and theft missions, the difficulty in precisely aiming your ram means that you might end up destroying/killing your target by accident.



** Guards will teleport into hazardous situations such as aforementioned subverted sentries, or into the melee range of a concussion hammer.

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** Guards will teleport into hazardous situations such as aforementioned subverted sentries, or into the melee range of a concussion hammer.hammer/shortblade - the fastest-recharging melee weapons in the game.



* NoPlotNoProblem: There is a brief plot at the beginning, and the backstory of the game is available if you talk to some [=NPCs=] (liberating the non-Foundry Faction Strongholds unlocks additional station personnel to talk to), but the focus is purely on the gameplay.

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* NoPlotNoProblem: There is a brief plot at the beginning, and the backstory of the game is available if you talk to some [=NPCs=] (liberating [=NPCs=]. Liberating the non-Foundry Faction Strongholds unlocks additional station personnel (Asli Sixty for the Glitchers, Mirfak for Sovereign, Geneva for Offworld Security) to talk to), to, but the focus is purely on the gameplay.



* SelfImposedChallenge: This game is ''made'' for them. Want to play a character who never kills? Go for it! Want to be a PhantomThief who only does Stealing missions and never gets seen? Sure. Certain missions even impose the most common kinds as 'clauses' that must be fulfilled or else your pay takes a huge hit. A mission only ever has one clause. In order;
** Bloodless: PacifistRun non-lethal style. You cannot kill ''anyone'' (except your assassination target, if applicable), but KOs are acceptable.
** Pacifist: PacifistRun taken to the extreme. You cannot ''harm'' anyone, at all, not even knockout attacks. Sentry guns aren't people, thankfully.
** Enigma: No ''living'' witnesses. If any guards see you, you ''must'' kill them to preserve your anonymity. Thankfully missions only generate with a single clause - no Bloodless Enigma missions.
** Silent: StealthRun - no alarms. This generally requires not being spotted at all, and not setting off any explosives.
** [[HarderThanHard Ghost]]: All of the above, except Silent. You cannot kill or knock out any guards, and you cannot be seen.
** [[NoDamageRun Unscathed]]: though this is never a mission clause - merely a bonus noted on the debrief screen.



* TapOnTheHead: As is often the case in movies and games, hitting someone on the head really hard with a blunt weapon will just knock him out indefinitely, instead of giving him brain damage or fatal internal bleeding. Likewise, "concussive" guns instantly knock out their targets in a single shot...somehow. There are even [[ArtisticLicenseBiology armor-piercing concussive guns]], which makes no sense at all, but is pretty damn convenient for the TechnicalPacifist Off-Worlders. Concussive grenade launchers also exist, which knock out all unshielded targets in the blast radius.

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* TapOnTheHead: As is often the case in movies and games, hitting someone on the head really hard with a blunt weapon will just knock him them out indefinitely, instead of potentially giving him them brain damage or fatal internal bleeding. Likewise, "concussive" guns instantly knock out their targets in a single shot...somehow. There are even [[ArtisticLicenseBiology armor-piercing concussive guns]], which makes no sense at all, but is pretty damn convenient for the TechnicalPacifist Off-Worlders. Concussive grenade launchers also exist, which knock out all unshielded targets in the blast radius.


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** The player is also never technically forced to do the killing for Assassinate missions, or ever, permitting this kind of playstyle. If you bring the assassination target in alive, you get an achievement and the debrief notes "..you brought the target in alive. ''We can fix that.''"
* {{Teleportation}}: The Glitchers figured out how to do it, and call it 'glitching' - hence their name. In game, there are three main kinds of teleporter and one trap - the Visitor, Sidewinder, Swapper, and Glitch Traps. You also possess a special item teleporter that can transport any item on the ship straight to you. [[spoiler:All teleportation is DestructiveTeleportation - Asli Sixty is named so because they've teleported sixty times.]]
** Visitors teleport you to another location for two seconds. If you reactivate it at the last second, your jump becomes permanent.
** Sidewinders can teleport you to any point within the area of effect, so long as there is a clear path. They can't go through doors, walls, windows, or the weird blue atmospheric retention fields that keep ships from depressurizing.
** Swappers have long range, but require a target for you to switch places with. Useful for getting past doors.
** Glitch Traps, when activated, teleport the victim in a direction you define when placing it. Mostly, this allows you to teleport guards into space to get rid of them.

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* AdamSmithHatesYourGuts: All of the common items you can get from guards are worthless in terms of sale value--they literally sell for nothing. Buying them, however, costs money. Everything that isn't single-use (or equivalent) costs quite a bit of money, and you start with almost no money at all. Many missions feature guards with armor or shields, and you need specific gadgets or weapons to deal with them at all--and those cost money. Worse, since many such missions feature ''lots'' of guards with special protection, you need more than one such gadget. Earning money by doing a series of easier missions is certainly doable, but takes time. But a given character's ability to contribute towards liberations diminishes after doing enough missions, so by the time you get a bunch of quality gear, you have to retire the character and start anew. To make matters worse, one of the shops sells items that you haven't unlocked yet (only one such item, and it's chosen at random), but it's explicitly overpriced.

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* AdamSmithHatesYourGuts: All of the common items you can get from guards are worthless in terms of sale value--they literally sell for nothing. Buying them, however, costs money. Everything that isn't single-use (or equivalent) costs quite a bit of money, and you start with almost no money at all. Many missions feature guards with armor or shields, and you need specific gadgets or weapons to deal with them at all--and those cost money. Worse, since many such missions feature ''lots'' of guards with special protection, you need more than one such gadget. Earning money by doing a series of easier missions is certainly doable, but takes time. But a given character's ability to contribute towards liberations diminishes after doing enough missions, so by the time you get a bunch of quality gear, you have to retire the character and start anew. To make matters worse, one of the shops sells items that you haven't unlocked yet (only one such item, and it's chosen at random), but it's explicitly overpriced.overpriced (usually up to 3x normal).



* AntiFrustrationFeatures: If you somehow manage to lock a keycard on the other side of the door it unlocks, you can just teleport it to you.
** Also, armor-piercing weapons in Defector Missions may use regular ammunition instead of AP ammunition.
* ArchaicWeaponForAnAdvancedAge: The lethal melee weapons are the Longblade and Shortblade, essentially a longsword and shortsword respectively. They clearly have some social/cultural function within Sovereign society, as many of their ships have sparring areas (complete with faded bloodstains) and Sovereign guards that don't carry guns will carry Longblades instead. Also notable in that all characters appear to wield the Longblade similarly to the classical european 'Ox guard' style.
** ThrowingYourSwordAlwaysWorks: You can throw anything in Heat Signature, but it works best with weapons. This also offsets the Shortblade's normally extremely short reach; you can just ''throw'' it at guards instead of rushing them.

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** Alternately, their missions can be very... unique. One special defector challenges involve boarding a ship without a pod; you must propel yourself to the airlock using guns, which is harder than it sounds.
* AntiFrustrationFeatures: If you somehow manage to lock a keycard on the other side of the door it unlocks, you can just teleport it to you.
you. You can also mark items as 'teleport to stash' if you don't have enough inventory space, and they'll be put into your stash when you undock.
** Also, armor-piercing weapons in Defector Missions may use regular ammunition instead of the special and rare AP ammunition.
* ArchaicWeaponForAnAdvancedAge: The lethal melee weapons are the Longblade and Shortblade, essentially a longsword and shortsword respectively. They clearly have some social/cultural function within Sovereign society, as many of their ships have sparring areas (complete with faded bloodstains) and Sovereign guards that don't carry guns will carry Longblades instead. Also notable in that all characters appear to wield the Longblade similarly to the classical european 'Ox guard' style.
style (though on their left, rather than right).
** ThrowingYourSwordAlwaysWorks: You can throw anything in Heat Signature, but it works best with weapons. This also offsets the Shortblade's normally extremely short reach; you can just ''throw'' it at guards instead of rushing them. Weapons can also be thrown even if they're on cooldown; this allows you to kill four guards using only two longblades.
* ArmorPiercingAttack: Necessary to bypass body armor, which is otherwise proof against basically everything - and, unlike shields, can't be crashed or subverted.



** The Sovereign Coldfire is a Breacher pod that uses StealthInSpace to be immune to visual sensors, and it has an alternate thruster mode that makes it immune to "heat sensors". It looks cool, but avoiding visual sensors is quite easy anyway, and you can't shoot out windows from the outside either. Its alternate thruster mode doesn't seem to do anything beyond provide an slower thruster mode that looks cool. You can't even sell it for money.

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** The Sovereign Coldfire is a Breacher pod that uses StealthInSpace to be immune to visual sensors, and it has an alternate thruster mode that makes it immune to "heat sensors".sensors" - which are extremely rare. It looks cool, but avoiding visual sensors is quite easy anyway, and you can't shoot out windows from the outside either. Its alternate thruster mode doesn't seem to do anything beyond provide an a slower thruster mode that looks cool. You can't even sell it for money.money.
* ConspiracyTheorist: Mirfak has an... ''interesting'' conspiracy theory about who or what really controls Sovereign, and admits that it may be pretty dumb depending on how you look at it.



** Subverters and Teleporters also serve as this for doors. Getting through a door normally requires getting a key - either from a guard, or a console. However, Subverters can unlock a single door (of any security level), and you can make Visitor teleports permanent if you expend two charges from it.
* DifficultButAwesome: This is encouraged by the game, which incentivizes quick-thinking and careful planning to pull off some insane stunts.
* DeflectorShields: Shielding units are available to both guards and the player. Guards may have emergency shields that only activate when alerted, or shields that are always active. You can use a manually-activated shield that lasts for a few seconds. In both cases, shields deflect all bullets and provide immunity to explosions.
* DestinationDefenestration: A valid tactic for dealing with guards. The Concussion Hammer, particularly, can launch guards pretty impressive distances, even straight through windows.
* DodgeTheBullet: If you're speedy enough, then you can dodge pistol bullets. Dodging buckshot is much harder, and can only be done at long ranges unless you have someone in front of you. Alternatively, you can use a teleporter to get out of the way just in the nick of time. Or, you could just trade places with the person who shot at you.

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** Subverters and Teleporters also serve as this for doors. Getting through a door normally requires getting a key - either from a guard, or a console. However, Subverters can unlock a single door doors in their line of effect (of any security level), and you can make Visitor teleports permanent if you expend two charges from it.
* DifficultButAwesome: This is encouraged by DefeatEqualsExplosion: Guards may come rigged with deadman switches and explosives, causing them to explode if they take lethal damage from ''almost'' any source. They won't explode if killed via the game, which incentivizes quick-thinking and careful planning to pull off some insane stunts.
pause menu execution function, but this requires knocking them out first.
* DeflectorShields: Shielding units are available to both guards and the player. Guards may have emergency shields that only activate when they're alerted, or shields that are always active. You can use a manually-activated shield that lasts for a few seconds. In both cases, shields deflect all bullets and provide immunity to explosions.
* DestinationDefenestration: A valid tactic for dealing with guards. The Concussion Hammer, particularly, Hammer in particular can launch guards pretty impressive distances, even straight through through/out windows.
* DifficultButAwesome: This is encouraged by the game, which incentivizes quick-thinking and careful planning to pull off some insane stunts.
* DodgeTheBullet: If you're speedy enough, then you can dodge pistol pistol/rifle bullets. Dodging buckshot is much harder, and can only be done at long ranges unless you have someone in front of you. Alternatively, you can use a teleporter to get out of the way just in the nick of time. Or, you could just trade places with the person who shot at you.



* ExplosiveDecompression: If a window is shot out, then everyone in the room gets sucked into space. This is fine for you, since you have your Pod and a limited supply of Oxygen, but everyone else faces a cruel death by suffocation. Considering most of the people you kill are bastards, you really shouldn't feel bad.
* FlavorText: Almost all items have some form of flavor text that either sheds a little light on the universe, or is just intended to be amusing.

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* ExplosiveDecompression: If a window is shot out, then everyone in the room gets sucked into space. This is fine for you, since you have your Pod and a limited supply of Oxygen, but everyone else faces a cruel death by suffocation. Considering most of the people you kill are bastards, you really shouldn't feel bad.
bad. It's also a fun way to make a dramatic exit.
* FlavorText: Almost all items have some form of flavor text that either sheds a little light on the universe, or is just intended to be amusing. Sometimes both.



* GadgeteerGenius: Shared by the Foundry and Glitchers. The Foundry engineers built pretty much every station in the Drift, and can make grenades that 'shoot hack' (see Hollywood Hacking, below). Glitchers, meanwhile, figured out how to teleport things. You can teleport small things big distances or big things small distances, but you ''never'', '''ever''' teleport big things big distances.
* TheGuardsMustBeCrazy: So, so many examples. Most of them intentional.
** Guards will wander off by themselves, either to check their email, investigate weird noises, or unfamiliar heat signatures.
** Guards will stand in front of subverted sentries surrounded by their dead or unconscious coworkers. They will not attempt to disable or fix the sentry.
** Guards will ignore your footsteps, allowing you to wander up behind them and rifle through their pockets with impunity.
** Guards will shoot each other in the back in their eagerness to shoot ''you''.
** Guards will teleport into hazardous situations such as aforementioned subverted sentries, or into the melee range of a concussion hammer.



* LaResistance: You're in it. Explicitly stated to be the best approach to dealing with Sovereign, the local MegaCorp: Sovereign can beat anyone in a standup fleet fight, no questions asked. They have the navy and they won't hesitate to use it. But they're just not equipped or trained to fight against guerrilla tactics.

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* IronicName: ''Geneva'', the (ex-)Offworld Security Station Security Chief. Offworld Security follow ThouShaltNotKill to the letter, but are A-OK with torture - unlike the [[UsefulNotes/TheLawsAndCustomsOfWar Geneva Convention]].
* LaResistance: You're in it. Explicitly stated to be the best approach to dealing with Sovereign, the local MegaCorp: Sovereign can beat anyone ''anyone'' in a standup fleet fight, no questions asked. They have the navy and they won't hesitate to use it. But asked... but they're just not equipped or trained to fight against guerrilla tactics.



* NiceJobBreakingItHero: Remember that part about not teleporting big things big distances? That's how the Glitcher fleet wound up in the Drift.
--> '''Asli Sixty:''' ''"Well, it's not my home. But it's about three and a half thousand light years... that way. Meph, where glitch was born. They were good at it there, better than us - they could glitch small things big distances, big things small distances..."''
--> '''Player:''' ''"Then?"''
--> '''Asli Sixty:''' ''"They tried teleporting a big thing a big distance.''
-----> ''Teleported their entire fleet to the other side of the galaxy, leaving their planet defenceless and their fleet stranded.''
------> ''The fleet adapted: their short range glitch tech was beyond anything the rest of the galaxy had ever seen, so they could jump in and steal whatever they wanted from passing shipments.''
-------> ''It was the weirdest war. Everyone's terrified of this hyper-advanced fleet, and the hyper-advanced fleet is just like, can we have some food please. Also does anyone want to join. This is boring."''



* NoPlotNoProblem: There is a brief plot at the beginning, and the backstory of the game is available if you talk to some [=NPCs=], but the focus is purely on the gameplay.

to:

* NoPlotNoProblem: There is a brief plot at the beginning, and the backstory of the game is available if you talk to some [=NPCs=], [=NPCs=] (liberating the non-Foundry Faction Strongholds unlocks additional station personnel to talk to), but the focus is purely on the gameplay.gameplay.
* OneHitKill / OneHitPointWonder: Anyone that isn't you has exactly 1 HP. Each time you take lethal damage, you suffer from bloodloss and you'll lose about four to six seconds off your base thirty-second timer. This can only be prevented if you receive medical attention from the Offworld Angel pod's autodoc system.
** On the other hand, armor and shields seem to be effectively invulnerable to most forms of attack, making them a serious challenge. They can only be bypassed with an ArmorPiercingAttack or HollywoodHacking respectively.
* PunchedAcrossTheRoom: Most melee weapons except the shortblade have decent knockback, but Offworld Security's Concussion Hammer takes first place here. It can send guards absolutely ''flying'', and is especially effective at [[DestinationDefenestration sending them through windows]].
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-->'''Bartender:''' ''"Life isn't yours to take. When you kill someone, you override every choice they were ever going to make, all the good they could ever do. It's an irreversible loss of unknowable magnitude."''

to:

-->'''Bartender:''' -->'''Geneva:''' ''"Life isn't yours to take. When you kill someone, you override every choice they were ever going to make, all the good they could ever do. It's an irreversible loss of unknowable magnitude."''



-->'''Bartender:''' ''"That's fine, yes."''

to:

-->'''Bartender:''' -->'''Geneva:''' ''"That's fine, yes."''



-->'''Bartender:''' ''"That's what we keep asking cultures who kill. All force is wrong when you're wrong. Ours doesn't leave anyone dead."''

to:

-->'''Bartender:''' -->'''Geneva:''' ''"That's what we keep asking cultures who kill. All force is wrong when you're wrong. Ours doesn't leave anyone dead."''



-->'''Bartender:''' ''"You know what?''

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-->'''Bartender:''' -->'''Geneva:''' ''"You know what?''

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* ThereWasADoor: Breach grenades. When you need an exit from the middle of an enemy-infested starship in the next five seconds, look no further. When they detonate, breach grenades obliterate an ''entire'' room along with everything in it in a massive explosion.

to:

* ThereWasADoor: Breach The Brick allows you to destroy a single room by ramming it, at which point you can (after completing the repair 'minigame') dock with the hole you just made.
** Also, breach
grenades. When you need an exit from the middle of an enemy-infested starship in the next five seconds, look no further. When they detonate, breach grenades obliterate an ''entire'' room along with everything in it in a massive explosion.

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* ArchaicWeaponForAnAdvancedAge: The lethal melee weapons are the Longblade and Shortblade, essentially a longsword and shortsword respectively. They clearly have some social/cultural function within Sovereign society, as many of their ships have sparring areas (complete with faded bloodstains) and Sovereign guards that don't carry guns will carry Longblades instead. Also notable in that all characters wield the Longblade in the classical european 'Ox guard' style.

to:

** Also, armor-piercing weapons in Defector Missions may use regular ammunition instead of AP ammunition.
* ArchaicWeaponForAnAdvancedAge: The lethal melee weapons are the Longblade and Shortblade, essentially a longsword and shortsword respectively. They clearly have some social/cultural function within Sovereign society, as many of their ships have sparring areas (complete with faded bloodstains) and Sovereign guards that don't carry guns will carry Longblades instead. Also notable in that all characters appear to wield the Longblade in similarly to the classical european 'Ox guard' style.



* DestinationDefenestration: A valid tactic for dealing with guards. The Concussion Hammer, particularly, can launch guards pretty impressive distances, even straight through windows.



* DungeonBypass: The Foundry Brick, an expensive type of breacher pod, can destroy a room/square of a ship by ramming it at high speed. This is a perfectly valid way to essentially bypass an entire, very large ship crewed by tons of badass guards and sentry guns, creating an opening right next to your objective. There are catches, however. You can ''only'' destroy a room by ramming it at high speed, making aiming rather difficult, especially if your target ship isn't sailing straight. On impact, your breacher pod is sent flying out of control, requiring you to fix it in a minigame sequence, which takes time. Combined with the fact that ramming a ship instantly sets off its alarm, for missions that have sufficiently short alarm response times, this tactic isn't possible. Lastly, if you're performing an assassination or capture mission, and your target happens to move on a patrol at just the wrong time, your ramming might end up killing your target, instantly failing the mission. Even for rescue and theft missions, the difficulty in precisely aiming your ram means that you might end up destroying/killing your target by accident.

to:

* DungeonBypass: The Foundry Brick, an expensive type of breacher pod, can destroy a room/square of a ship by ramming it at high speed. This is a perfectly valid way to essentially bypass an entire, very large ship crewed by tons of badass guards and sentry guns, creating an opening right next to your objective. There are catches, however. You can ''only'' destroy a room by ramming it at high speed, making aiming rather difficult, especially if your target ship isn't sailing straight. On impact, your breacher pod is sent flying out of control, requiring you to fix it in a minigame sequence, which takes time. Combined with the fact that ramming a ship instantly sets off its alarm, for missions that have sufficiently short alarm response times, this tactic isn't possible. Lastly, if you're performing an assassination or a capture mission, and your target happens to move on a patrol at just the wrong time, your ramming might end up killing your target, instantly failing the mission. Even for rescue and theft missions, the difficulty in precisely aiming your ram means that you might end up destroying/killing your target by accident.



* FlavorText: Almost all items have some form of flavor text that either sheds a little light on the universe, or is just intended to be amusing.
--> '''Grenade Launcher:''' ''What if grenades but faster?''
--> '''Concussion Grenade Launcher:''' ''This device profoundly accelerates bedtime. -Offworld Security''



* HollywoodHacking: Crashbeams and Subverters, which either 'crash' devices to shut them down entirely (the former), or subvert them to work for you instead (the latter). Their descriptions say it all;
--> '''Crashbeam:''' ''If it took three years to make it, it takes one click to break it.''
--> '''Subverter:''' ''All you need to know about Foundry engineers is that they made 'Allegiance' a variable.''
--> '''Subverter Grenade:''' ''"Can you make a grenade that shoots hack?" "Hack is not a thing. But yes." - Foundry''



----->''"There's a politic answer to this my CO would give to outsiders, about how seriously we take it, but no. It does. We are. I am.''

to:

----->''"There's ----->''There's a politic answer to this my CO would give to outsiders, about how seriously we take it, but no. It does. We are. I am.''



--------->''Pain ends. Death doesn't. That's the end of it for me, for us. I'm not here to make my culture palatable to you, so if you don't like it finish your drink and leave me the hell alone."''

to:

--------->''Pain ends. Death doesn't. That's the end of it for me, for us. I'm not here to make my culture palatable to you, so if you don't like it finish your drink and leave me the hell alone."''"''
* ThereWasADoor: Breach grenades. When you need an exit from the middle of an enemy-infested starship in the next five seconds, look no further. When they detonate, breach grenades obliterate an ''entire'' room along with everything in it in a massive explosion.
-->''If god is dead, he was probably screwing with arconite. -Foundry''

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* AndNowForSomeoneCompletelyDifferent / ATasteOfPower: Defector missions allow you to play as mercenaries trying to get out of the organization they work for, and prove their loyalty to the Independant faction by going on a SuicideMission with some very powerful equipment. Guns are typically Armor-piercing, silent, quickfire, or any combination thereof, and equipment that use charges can recharge in a manner of seconds.



* DodgeTheBullet: If you're speedy enough, then you can dodge pistol bullets. Dodging buckshot is much harder, and can only be done at long ranges unless you have someone in front of you. Alternatively, you can use a teleporter to get out of the way just in the nick of time.

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* DodgeTheBullet: If you're speedy enough, then you can dodge pistol bullets. Dodging buckshot is much harder, and can only be done at long ranges unless you have someone in front of you. Alternatively, you can use a teleporter to get out of the way just in the nick of time. Or, you could just trade places with the person who shot at you.
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*** In another case of CuttingTheKnot, escaping capture usually requires taking out the pilot. Alternatively, you can destroy all of the engines (via shooting out the fuel cans) - once you've done so, the ship will be drifting, unable to dock safely at its destination. This isn't too hard with most ships, although Glitcher ships have a very odd distributed design that makes this tactic much harder.

to:

*** In another case of CuttingTheKnot, escaping capture usually requires taking out the pilot. Alternatively, you can destroy all of the engines (via shooting out the fuel cans) - once you've done so, the ship will be drifting, unable to dock safely at its destination. This isn't too hard with most ships, although Glitcher ships have a very odd distributed design that makes this tactic much harder.harder, and Off-Worlder ships are GenreSavvy enough to distribute their engines and helm evenly and with annoyingly far-spaced segments.
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* SequelHook: [[spoiler:Fiasco reveals she's been working for a fifth faction, who conquers the sector while the other factions are weakened from the war she started. She claims they'll just relocate the civilians with compensation, but then the fleet accelerates at ramming speed...]]

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* JustATapOnTheHead: As is often the case in movies and games, hitting someone on the head really hard with a blunt weapon will just knock him out indefinitely, instead of giving him brain damage or fatal internal bleeding. Likewise, "concussive" guns instantly knock out their targets in a single shot...somehow. There are even [[ArtisticLicenseBiology armor-piercing concussive guns]], which makes no sense at all, but is pretty damn convenient for the TechnicalPacifist Off-Worlders. Concussive grenade launchers also exist, which knock out all unshielded targets in the blast radius.


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* TapOnTheHead: As is often the case in movies and games, hitting someone on the head really hard with a blunt weapon will just knock him out indefinitely, instead of giving him brain damage or fatal internal bleeding. Likewise, "concussive" guns instantly knock out their targets in a single shot...somehow. There are even [[ArtisticLicenseBiology armor-piercing concussive guns]], which makes no sense at all, but is pretty damn convenient for the TechnicalPacifist Off-Worlders. Concussive grenade launchers also exist, which knock out all unshielded targets in the blast radius.

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* AwesomeYetImpractical: The Everything Gun, which works kind of like HalfLife2's Gravity Gun. Upon firing, it will instantly teleport any loose objects within a large radius to your gun and fire them out a high speeds in a spread pattern, knocking out everything in its path. Since the projectiles ricochet all over the place, this can also knock ''you'' out, too. On top of that, if there aren't any loose objects lying around within range, the gun is literally useless.
** Armor-piercing guns let you finally deal with armored opponents. However, they only use armor-piercing ammo, which can't be bought (aside from purchasing an expensive armor-piercing gun, which comes with a dozen such bullets) and are rare to find (and even then, only in small amounts). And since guards don't carry armor-piercing guns themselves, you can't restock your ammo from dropped guns like you can with normal guns. This makes the automatic versions of armor-piercing guns especially impractical, since their high rates of fire are largely irrelevant, given your very low ammo supply.
** The Sovereign Coldfire is a Breacher pod that uses StealthInSpace to be immune to visual sensors, and it has an alternate thruster mode that makes it immune to "heat sensors". It looks cool, but avoiding visual sensors is quite easy anyway, and you can't shoot out windows from the outside either. Its alternate thruster mode doesn't seem to do anything beyond provide an slower thruster mode that looks cool. You can't even sell it for money.



* DodgeTheBullet: If you're speedy enough, then you can dodge pistol bullets. Dodging buckshot is much harder, and can only be done at long ranges unless you have someone in front of you.

to:

* DodgeTheBullet: If you're speedy enough, then you can dodge pistol bullets. Dodging buckshot is much harder, and can only be done at long ranges unless you have someone in front of you. Alternatively, you can use a teleporter to get out of the way just in the nick of time.



* DysfunctionJunction: The Foundry is a society of hardcore engineers, and they view all problems through the lense of a engineer. This includes things like mental health or sociological problems. If there's a problem, they work on a technical solution.



* HarderThanHard: The game has five difficulties for missions: Easy, Medium, Hard, Audacious and "Mistake". Audacious missions are tough to complete, and pay well, but Mistake missions often give huge rewards if completed at the cost of it being almost a guarantee you'll die or fail. Special mention goes to missions involving large ships and short alarm response times, meaning that a single mistake in maintaining stealth will immediately result in a mission failure.

to:

* HarderThanHard: The game has five difficulties for missions: Easy, Medium, Hard, Audacious and "Mistake". Audacious missions are tough to complete, and pay well, but Mistake missions often give huge rewards if completed at the cost of it being almost a guarantee you'll die or fail. Special mention goes to missions involving very large ships and very short alarm response times, meaning that a single mistake in maintaining stealth will immediately result in a mission failure.failure, and using a Foundry Brick as a DungeonBypass isn't a valid option.


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** Friendly fire is very much a thing. Guards will sometimes gun down one of their own when trying to shoot at you, particularly when armed with shotguns. This also means that, if you time it right, you can use a Swapper-type teleporter to switch places with a guard who just shot at you...resulting in him being hit by his own projectile.

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* AdamSmithHatesYourGuts: All of the common items you can get from guards are worthless in terms of sale value--they literally sell for nothing. Buying them, however, costs money. Everything that isn't single-use (or equivalent) costs quite a bit of money, and you start with almost no money at all. Many missions feature guards with armor or shields, and you need specific gadgets or weapons to deal with them at all--and those cost money. Worse, since many such missions feature ''lots'' of guards with special protection, you need more than one such gadget. Earning money by doing a series of easier missions is certainly doable, but takes time. But a given character's ability to contribute towards liberations diminishes after doing enough missions, so by the time you get a bunch of quality gear, you have to retire the character and start anew. To make matters worse, one of the shops sells items that you haven't unlocked yet (only one such item, and it's chosen at random), but it's explicitly overpriced.



* DungeonBypass: The Foundry Brick, an expensive type of breacher pod, can destroy a room/square of a ship by ramming it at high speed. This is a perfectly valid way to essentially bypass an entire, very large ship crewed by tons of badass guards and sentry guns, creating an opening right next to your objective. There are catches, however. You can ''only'' destroy a room by ramming it at high speed, making aiming rather difficult, especially if your target ship isn't sailing straight. On impact, your breacher pod is sent flying out of control, requiring you to fix it in a minigame sequence, which takes time. Combined with the fact that ramming a ship instantly sets off its alarm, for missions that have sufficiently short alarm response times, this tactic isn't possible. Lastly, if you're performing an assassination or capture mission, and your target happens to move on a patrol at just the wrong time, your ramming might end up killing your target, instantly failing the mission. Even for rescue and theft missions, the difficulty in precisely aiming your ram means that you might end up destroying/killing your target by accident.
* DynamicEntry: The Foundry Brick specializes in this, as explained above. Additionally, it's possible to do a more limited version of this tactic by using a Breach grenade launcher, destroying a room, and then docking with the far end afterwards. This kind of approach to combat is also encouraged, since taking out a group of guards before they can sound an alarm or return fire is a way of maintaining stealth.



* HarderThanHard: The game has five difficulties for missions: Easy, Medium, Hard, Audacious and "Mistake". Audacious missions are tough to complete, and pay well, but Mistake missions often give huge rewards if completed at the cost of it being almost a guarantee you'll die or fail.
* HoistByHisOwnPetard: A guard's shield can be hacked with a subverter device, causing any shots fired within it to bounce back off the inside of the shield with... predictable results. Sentry turrets can also be subverted, to percieve the player as friendly and guards as enemies.

to:

* HarderThanHard: The game has five difficulties for missions: Easy, Medium, Hard, Audacious and "Mistake". Audacious missions are tough to complete, and pay well, but Mistake missions often give huge rewards if completed at the cost of it being almost a guarantee you'll die or fail.
fail. Special mention goes to missions involving large ships and short alarm response times, meaning that a single mistake in maintaining stealth will immediately result in a mission failure.
* HoistByHisOwnPetard: A guard's shield can be hacked with a subverter device, causing any shots fired within it to bounce back off the inside of the shield with... predictable results. Sentry turrets can also be subverted, to percieve perceive the player as friendly and guards as enemies.enemies.
* JustATapOnTheHead: As is often the case in movies and games, hitting someone on the head really hard with a blunt weapon will just knock him out indefinitely, instead of giving him brain damage or fatal internal bleeding. Likewise, "concussive" guns instantly knock out their targets in a single shot...somehow. There are even [[ArtisticLicenseBiology armor-piercing concussive guns]], which makes no sense at all, but is pretty damn convenient for the TechnicalPacifist Off-Worlders. Concussive grenade launchers also exist, which knock out all unshielded targets in the blast radius.



* NGOSuperpower: ..also Sovereign. Paraphrasing the Sovereign bartender, Mirfak; Most governments get one planet. Sovereign has ''thirty five''. It has one of the biggest military forces in the galaxy. It's not a government, but it sure makes governments nervous.

to:

* NGOSuperpower: ..NGOSuperpower: ...also Sovereign. Paraphrasing the Sovereign bartender, Mirfak; Most Mirfak: most governments get one planet. Sovereign has ''thirty five''. It has one of the biggest military forces in the galaxy. It's not a government, but it sure makes governments nervous.



* NoPlotNoProblem: There is a brief plot at the beginning, and the backstory of the game is available if you talk to some [=NPCs=], the focus is purely on the gameplay.

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* NoPlotNoProblem: There is a brief plot at the beginning, and the backstory of the game is available if you talk to some [=NPCs=], but the focus is purely on the gameplay.
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* AntiFrustrationFeatures: If you somehow manage to lock a keycard on the other side of the door it unlocks, you can just teleport it to you.
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[[caption-width-right:350:''A game where you can go inside the spaceships.'']]

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[[caption-width-right:350:''A game where you can go inside the spaceships.break into spaceships, make terrible mistakes, and think of clever ways out of them.'']]

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* ArchaicWeaponForAnAdvancedAge: The lethal melee weapons are the Longblade and Shortblade, essentially a longsword and shortsword respectively. They clearly have some social/cultural function within Sovereign society, as many of their ships have sparring areas (complete with faded bloodstains) and Sovereign guards that don't carry guns will carry Longblades instead. Also notable in that all characters wield the Longblade in the classical european 'Ox guard' style.
** ThrowingYourSwordAlwaysWorks: You can throw anything in Heat Signature, but it works best with weapons. This also offsets the Shortblade's normally extremely short reach; you can just ''throw'' it at guards instead of rushing them.



* LaResistance: You're in it. Explicitly stated to be the best approach to dealing with Sovereign, the local MegaCorp: Sovereign can beat anyone in a standup fleet fight, no questions asked. They have the navy and they won't hesitate to use it. But they're just not equipped or trained to fight against guerrilla tactics.



------>''"I will beat twenty people unconscious if it stops one death.''
------->''"I will break all of your fingers if I think one of them's going to pull a trigger.''
-------->''"I'll do worse, for less.''
--------->''"Pain ends. Death doesn't. That's the end of it for me, for us. I'm not here to make my culture palatable to you, so if you don't like it finish your drink and leave me the hell alone."''

to:

------>''"I ------>''I will beat twenty people unconscious if it stops one death.''
------->''"I ------->''I will break all of your fingers if I think one of them's going to pull a trigger.''
-------->''"I'll -------->''I'll do worse, for less.''
--------->''"Pain --------->''Pain ends. Death doesn't. That's the end of it for me, for us. I'm not here to make my culture palatable to you, so if you don't like it finish your drink and leave me the hell alone."''

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Offworld Security again


* TechnicalPacifist: Offworld Security's schtick is they ''refuse'' to kill others, period, but are A-OK with torture. ''All'' of their weapons are nonlethal, even their sentry turrets.

to:

* TechnicalPacifist: TechnicalPacifist / ThouShaltNotKill: Offworld Security's schtick is they ''refuse'' to kill others, period, but are A-OK with torture. ''All'' of their weapons are nonlethal, even their sentry turrets. The closest they come to killing is throwing boarders out into space - but then, most boarders can rescue themselves with pods.



-->

to:

-->** Later;
-->'''Player:''' ''"What if you have the wrong person?"''
-->'''Bartender:''' ''"That's what we keep asking cultures who kill. All force is wrong when you're wrong. Ours doesn't leave anyone dead."''
-->'''Player:''' ''"But that makes you quicker to use it."''
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* NGOSuperpower: ..also Sovereign. Paraphrasing the Sovereign bartender, Mirfak; Most governments get one planet. Sovereign has ''thirty five''. It has one of the biggest military forces in the galaxy. It's not a government, but it sure makes governments nervous.

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'''Heat Signature''' is a WideOpenSandbox Rougelike Space Infiltration game with [[StealthBasedGame Stealth elements ]] from the creators of ''{{VideoGame/Gunpoint}}''. The story follows a galactic war between five forces, each acting independently. Each one rules the space stations that dot the nebula with an iron fist, and the hardworking folk that live in them want freedom. That's where you come in: maybe your wife was kidnapped by TheEmpire and you want to get her back, or maybe your brother was murdered by the CorruptCops of TheFederation. Either way, you're armed with a Breacher Pod, a short-range non-organic-matter teleporter, and a huge arsenal of futuristic weapons and gadgets to raise the money to fund your potential SuicideMission to save the ones you love or get revenge for their demise.

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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/heatsig_header.jpg]]
[[caption-width-right:350:''A game where you can go inside the spaceships.'']]

'''Heat Signature''' is a WideOpenSandbox Rougelike Roguelike Space Infiltration game with [[StealthBasedGame Stealth elements ]] stealth elements]] from the creators of ''{{VideoGame/Gunpoint}}''. The story follows a galactic war between five forces, four factions, each acting independently. Each one rules the space stations that dot the nebula with an iron fist, and the hardworking folk that live in them want freedom. That's where you come in: maybe your wife was kidnapped by TheEmpire and you want to get her back, or maybe your brother was murdered by the CorruptCops of TheFederation. Either way, you're armed with a Breacher Pod, a short-range non-organic-matter teleporter, and a huge arsenal of futuristic weapons and gadgets to raise the money to fund your potential SuicideMission to save the ones you love or get revenge for their demise. Or maybe you just need to steal something to pay off an old debt.



The game was developed over the course of four years, and is available on {{UsefulNotes/Steam}}.

to:

The game was developed over the course of four years, and is available on {{UsefulNotes/Steam}}.
{{UsefulNotes/Steam}} [[http://store.steampowered.com/app/268130/Heat_Signature/ here]].



** Subverters and Teleporters also serve as this for doors. Getting through a door normally requires getting a key - either from a guard, or a console. However, Subverters can unlock a single door (of any security level), and you can make Visitor teleports permanent if you expend two charges from it.



* DeflectorShields: Shielding units are available to both guards and the player. Guards may have emergency shields that only activate when alerted, or shields that are always active. You can use a manually-activated shield that lasts for a few seconds. In both cases, shields deflect all bullets and provide immunity to explosions.



* HoistByHisOwnPetard: A guard's shield can be hacked with a subverter device, causing any shots fired within it to bounce back off the inside of the shield with... predictable results. Sentry turrets can also be subverted, to percieve the player as friendly and guards as enemies.
* MegaCorp: Sovereign. They're basically responsible for this entire mess; they sent a mining expedition to the Drift to evaluate the worth of it. When the expedition's long-range drives broke down on arrival, Sovereign hung them out to dry. The expedition survived, though, and lives on in the form of the Foundry faction. Unfortunately Sovereign is muscling back into the Drift because they know how valuable it is now.



*** In another case of CuttingTheKnot, escaping capture usually requires taking out the pilot. Alternatively, you can destroy all of the engines (via shooting out the fuel cans) - once you've done so, the ship will be drifting, unable to dock safely at its destination. This isn't too hard with most ships, although Glitcher ships have a very odd distributed design that makes this tactic much harder.



* StealthHiBye: The Visitor type teleporter works like this, allowing you to pop into a nearby location only to be yanked back in a second. This is often all the time you'll need to do whatever it is you want however, especially with the Pause mechanic.
* SuperReflexes: Represented by the Pause function, which allows you to pause the game and take an action, and the fact that time slows down when enemy units spot you.

to:

* StealthHiBye: The Visitor type teleporter works like this, allowing you to pop into a nearby location only to be yanked back in a second.about two seconds or so. This is often all the time you'll need to do whatever it is you want however, especially with the Pause mechanic.
* SuperReflexes: Represented by the Pause function, which allows you to pause the game and take an action, and the fact that time slows down when enemy units spot you.you.
* TechnicalPacifist: Offworld Security's schtick is they ''refuse'' to kill others, period, but are A-OK with torture. ''All'' of their weapons are nonlethal, even their sentry turrets.
-->'''Bartender:''' ''"Life isn't yours to take. When you kill someone, you override every choice they were ever going to make, all the good they could ever do. It's an irreversible loss of unknowable magnitude."''
-->'''Player:''' ''"But it's OK to break their arms?"''
-->'''Bartender:''' ''"That's fine, yes."''
-->
-->'''Bartender:''' ''"You know what?''
----->''"There's a politic answer to this my CO would give to outsiders, about how seriously we take it, but no. It does. We are. I am.''
------>''"I will beat twenty people unconscious if it stops one death.''
------->''"I will break all of your fingers if I think one of them's going to pull a trigger.''
-------->''"I'll do worse, for less.''
--------->''"Pain ends. Death doesn't. That's the end of it for me, for us. I'm not here to make my culture palatable to you, so if you don't like it finish your drink and leave me the hell alone."''
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The game was developed over the course of four years, and is available on UsefulNotes/Steam.

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The game was developed over the course of four years, and is available on UsefulNotes/Steam.
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'''Heat Signature''' is a WideOpenSandbox Rougelike Space Infiltration game with [[StealthBasedGame Stealth elements ]] from the creators of ''{{VideoGame/Gunpoint}}''. The story follows a galactic war between five forces, each acting independently. Each one rules the space stations that dot the nebula with an iron fist, and the hardworking folk that live in them want freedom. That's where you come in: maybe your wife was kidnapped by TheEmpire and you want to get her back, or maybe your brother was murdered by the CorruptCops of TheFederation. Either way, you're armed with a Breacher Pod, a short-range non-organic-matter teleporter, and a huge arsenal of futuristic weapons and gadgets to raise the money to fund your potential SuicideMission to save the ones you love or get revenge for their demise.

Gameplay, as mentioned above, is an insane hybrid of several gameplay features going on at once. The player can, at any time, zoom the screen out to show the entire galaxy at once, and using their Breacher Pod can hijack a ship's airlock to allow entry. Once inside, gameplay transforms into a hybrid of ''VideoGame/HotlineMiami'' and ''{{VideoGame/SUPERHOT}}'', with the player proceeding through the ship, knocking out, killing, or shooting anyone in their way en route to their goal. The game encourages experimentation and careful planning, and arms the player with a huge assortment of gadgets, such as timed grenades, silenced weaponry, guns that switch your place with someone else and hacking tools that turn your enemies technology against them. Need to assassinate someone? You could climb aboard, sneak about, and shoot him in the back of the head... or you could hijack another ship and fire missiles at the ship ''he's'' on.

The game was developed over the course of four years, and is available on UsefulNotes/Steam.

!!Heat Signature contains examples of:
* CuttingTheKnot: Encouraged. While the example above of hijacking another ship and firing on the ship your target is in will work for assassination missions, capture missions and theft missions will result in an instant failure if your target is killed. In addition, since you can pause at any time, a solution to a difficult question may present itself if you take the time to think it through.
* DifficultButAwesome: This is encouraged by the game, which incentivizes quick-thinking and careful planning to pull off some insane stunts.
* DodgeTheBullet: If you're speedy enough, then you can dodge pistol bullets. Dodging buckshot is much harder, and can only be done at long ranges unless you have someone in front of you.
* ExplosiveDecompression: If a window is shot out, then everyone in the room gets sucked into space. This is fine for you, since you have your Pod and a limited supply of Oxygen, but everyone else faces a cruel death by suffocation. Considering most of the people you kill are bastards, you really shouldn't feel bad.
* HarderThanHard: The game has five difficulties for missions: Easy, Medium, Hard, Audacious and "Mistake". Audacious missions are tough to complete, and pay well, but Mistake missions often give huge rewards if completed at the cost of it being almost a guarantee you'll die or fail.
* NoOSHACompliance: Who builds glass windows on a ''spaceship''? Taken UpToEleven when fuel storage units are visible in plain sight, and can even be ''shot and ignited!'' This would be fine on a ship where everyone is armed with melee weapons, but on a ship with [[ExplosionsInSpace guns involved...]]
** ShootTheFuelTank: You can make a pretty speedy escape by blowing up a unit that has fuel in it, and then jumping into space.
* NoPlotNoProblem: There is a brief plot at the beginning, and the backstory of the game is available if you talk to some [=NPCs=], the focus is purely on the gameplay.
* StealthHiBye: The Visitor type teleporter works like this, allowing you to pop into a nearby location only to be yanked back in a second. This is often all the time you'll need to do whatever it is you want however, especially with the Pause mechanic.
* SuperReflexes: Represented by the Pause function, which allows you to pause the game and take an action, and the fact that time slows down when enemy units spot you.

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