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** Many of the icons used to designate different unit types would be carried over by Fleet Command in ''Homeworld''.



* ForbiddenZone: The deep interior of the Great Banded Desert where the Primary Anomaly [[spoiler:aka, the Khar-Toba]] is located counts as this. Not so much due to taboos but rather as a result of being both [[DeathWorld utterly inhospitable]] and deep in Gaalsien-controlled territory.



* FutureImperfect: The Kharaki people have lost so much of their history that when they come across [[spoiler: the word "Taiidan", they think it is the name of a ship rather than the name of TheEmpire that exiled them to Kharak to begin with]].

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* FutureImperfect: The Kharaki people have lost so much of their history that when they come across [[spoiler: the word "Taiidan", they think it is the name of a ship rather than the name of TheEmpire that exiled them to Kharak to begin with]].with. Even the treaty forbidding their ancestors from returning to space has been distorted into religious dogma by the Gaalsien]].
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* EnemyChatter: Compared to the original ''Homeworld'' both your units and enemies are audibly more talkative.


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* MeaningfulBackgroundEvent: As the JustifiedTutorial at Epsilon Base progresses, reports stream if of increasing casualties and attacks as Gaalsien forces move ever closer to the ''Kapisi's'' position, adding further urgency to finish pre-launch preparations.


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* YouHaveResearchedBreathing: Despite Coalition carriers like the ''Kapisi'' being capable of sophisticated manufacturing, it's still required to ''manually research'' the relevant fabrication facilities (including the ability to deploy other basic units other than [=LAVs=]) in the campaign. {{Justified|Trope}}, however, in that the ''Kapisi'' was forced to launch ahead of schedule, and it still takes time for engineering to get the carrier's systems up to speed with the latest intel.

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* BaseOnWheels: The Northern Coalition has massive carriers as their main production and resupply base, which looks visually like an aircraft carrier on tracks (and acts as one, having aerospace craft capabilities). It serves the purpose similar to Motherships in previous ''Homeworld'' games. The Gaalsien carriers, by comparison, are hovering. Which might technically make them AirborneAircraftCarrier. According to the Expedition Guide, all carrier models regardless of affiliation are over half a kilometer long and have a crew of about 1,000.

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* BaseOnWheels: The various landships all qualify as one. The Northern Coalition for example, has massive carriers as their main production and resupply base, which looks visually like an aircraft carrier on tracks (and acts as one, having aerospace craft capabilities). It serves the purpose similar to Motherships in previous ''Homeworld'' games. The Gaalsien carriers, by comparison, are hovering. Which might technically make them AirborneAircraftCarrier. According to the Expedition Guide, all carrier models regardless of affiliation are over half a kilometer long and have a crew of about 1,000. Even smaller landships like the Baserunner are a ''literal example'', as they all measure between 40-60 meters in length, with the Coalition being supported by six ''gigantic'' wheels for propulsion.
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* CompetencePorn: Every time you're on a mission with your allies from Kiith Siidim, whether the Sakala is saving your lives via distractions and timely airstrikes or the Kapisi is being TheCavalry for them, to say nothing of what happens when both forces team up and push back against the Gaalsi.
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* JustifiedTutorial: The game's controls and functions are introduced in the guise of the ''Kapisi'''s command crew performing some hurried pre-launch checks on the carrier's systems, including stuff like testing the vessel's resourcing capabilities (how to collect resources), its construction facilities (how to build units), and a quick live-fire test of their escort craft on training drones (how to command units in the field).
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* GameplayAndStoryIntegration: The first mission starts with an ActivationSequence of the freshly launched ''Kapisi'' command carrier. As Rachel S'jet narrates the various systems coming online, the player's corresponding HUD elements appear one by one on the previously empty screen.
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* ArtisticLicenseEngineering: The Coalition carriers, as cool as they are, make little sense from an engineering standpoint. Despite being 568 meters long and (based on real-life aircraft carriers) weighing an estimated 150,000 tons at the bare minimum, their motive systems are located only at the very front and very back of the vessel. For starters, this would almost certainly make them break in two under their own weight. Apart from that, it would also give them serious trouble navigating the rough terrain they're ostensibly built for, as their relatively low ground clearance means they'd belly-scrape across the ground every time they need to cross even the smallest bump. Ever seen a stretch limo trying to get across San Francisco? Yeah. This is actually [[GameplayAndStoryIntegration reflected in gameplay]] by carriers being forced to find their way around dunes and hills that all you normal units can just drive right over.

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* ArtisticLicenseEngineering: The Coalition carriers, as cool as they are, make little sense from an engineering standpoint. Despite being 568 meters long and (based on real-life aircraft carriers) weighing an estimated 150,000 tons at the bare minimum, their motive systems are located only at the very front and very back of the vessel. For starters, this would almost certainly make them break in two under their own weight. Apart from that, it would also give them serious trouble navigating the rough terrain they're ostensibly built for, as their relatively low ground clearance means they'd belly-scrape across the ground every time they need to cross even the smallest bump. Ever seen a stretch limo trying to get across San Francisco? Yeah. This is actually [[GameplayAndStoryIntegration reflected in gameplay]] by Coalition carriers being forced to find their way around dunes and hills that all you your normal units can just drive right over.
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* MoreDakka: InUniverse, the Gaalsien came up with a sidegrade for their Heavy Railgun unit by bolting ''three'' railguns to the same chassis, creating a deadly weapon with a significantly faster rate of fire at the cost of range and accuracy. That they developed this tech within barely a year has the Northern military completely stumped because, considering the Gaalsien's lack of resources coupled with their general anti-technological dogma, a unit like this simply shouldn't exist.

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* LongRangeFighter: Ranged units, as the name suggests, work best when kept as far away from the target as possible. A properly upgraded railgun unit can shoot most enemies across literally half the map with pinpoint accuracy, provided it can find a firing position with good sight lines.

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* LongRangeFighter: Ranged units, as the name suggests, work best when kept as far away from the target as possible. A properly upgraded railgun unit can shoot snipe most enemies across literally half the map with pinpoint accuracy, provided it can find a firing position with good sight lines.


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* SandIsWater: Not literally, but the game's military vocabulary is entirely based on navy terms instead of anything related to land forces. Carriers are treated like ships including being referred to with female pronouns, they're commanded by captains and commanders, their military forces aren't an army but a fleet, and Kharakian culture generally treats the desert as a SeaOfSand.
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* ArtisticLicenseEngineering: The Coalition carriers, as cool as they are, make little sense from an engineering standpoint. Despite being 568 meters long and (based on real-life aircraft carriers) weighing an estimated 150,000 tons at the bare minimum, their motive systems are located only at the very front and very back of the vessel. For starters, this would almost certainly make them break in two under their own weight. Apart from that, it would also give them serious trouble navigating the rough terrain they're ostensibly built for, as their relatively low ground clearance means they'd belly-scrape across the ground every time they need to cross even the smallest bump. Ever seen a stretch limo trying to get across San Francisco? Yeah. This is actually [[GameplayAndStoryIntegration reflected in gameplay]] by carriers being forced to find their way around dunes and hills that all you normal units can just drive right over.


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* LongRangeFighter: Ranged units, as the name suggests, work best when kept as far away from the target as possible. A properly upgraded railgun unit can shoot most enemies across literally half the map with pinpoint accuracy, provided it can find a firing position with good sight lines.


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* VeteranUnit: Units gain promotions upon killing enough enemy units, affording them more health, armor, and a massive +150% damage bonus at the final level. Keeping a unit alive long enough to get this far is another matter, though.
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* BaseOnWheels: The Northern Coalition has massive carriers as their main production and resupply base, which looks visually like an aircraft carrier on tracks (and acts as one, having aerospace craft capabilities). It serves the purpose similar to Motherships in previous ''Homeworld'' games. The Gaalsien carriers, by comparison, are hovering. Which might technically make them AirborneAircraftCarrier.

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* BaseOnWheels: The Northern Coalition has massive carriers as their main production and resupply base, which looks visually like an aircraft carrier on tracks (and acts as one, having aerospace craft capabilities). It serves the purpose similar to Motherships in previous ''Homeworld'' games. The Gaalsien carriers, by comparison, are hovering. Which might technically make them AirborneAircraftCarrier. According to the Expedition Guide, all carrier models regardless of affiliation are over half a kilometer long and have a crew of about 1,000.

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* CurbStompBattle: Once you get sufficient cruisers built/hacked and on your side, you can quickly curb stomp most anything that comes in your way, [[spoiler:including the ''Sakala'' and the ''Hand of Sajuuk'', the Gaalsien flagship.]]


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* CrateExpectations: Most campaign maps have a bunch of large derelict ship components scattered across the desert. Blowing them up with demo charges releases large amounts of resources and often a technological artifact that provides a significant permanent boost to your units or your carrier.
* CurbStompBattle: Once you get sufficient cruisers built/hacked and on your side, you can quickly curb stomp most anything that comes in your way, [[spoiler:including the ''Sakala'' and the ''Hand of Sajuuk'', the Gaalsien flagship.]]


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* WeNeedADistraction: Reading the Expedition Guide reveals that finding the Primary Anomaly wasn't the ''Kapisi'''s only task. Unbeknownst to the crew, their departure also served to draw Gaalsien forces away from the besieged Coalition holdings that were in danger of falling under the relentless onslaught. While callous, the stratagem appears to have worked quite well, as you hear occasional reports during the campaign that Coalition forces are pushing the Gaalsien back while you're heading deeper and deeper into their territory.
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* OpportunisticBastard: [[spoiler: Captain Mashad of the Sakala turns out to be this]]
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** The upholding of "kiithid" as institution causes a great deal of societal oppression both open and subtle. Under it the Kharaki are railroaded into certain profession determined by the kiith they are born into. Competition between kiithid leads to instances of classism and racism even in the present. [[spoiler:Siidim's carrier fleet you're allied with ended up turning on you, wanting to prove the superiority of their kiith]]. The DLC sub-factions also represent this issue even though they don't have a campaign of their own: Soban was created by people who was upset by their former kiithid for not retaliating against their larger pillaging oppressors, and the backstory of Khaneeph explores what it's like to be kiith-less and being forced to survive the harsh world completely on their own.

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** The upholding of "kiithid" as institution causes a great deal of societal oppression both open and subtle. Under it the Kharaki are railroaded into certain profession determined by the kiith they are born into. Competition between kiithid leads to instances of classism and racism even in the present. present (that sometimes turns violent) [[spoiler:Siidim's carrier fleet you're allied with ended up turning on you, wanting to reap the success of the operation alone and prove the superiority of their kiith]].kiith, even thought it's supposed to be a Coalition-wide effort]]. The DLC sub-factions also represent this issue even though they don't have a campaign of their own: Soban was created by people who was upset by their former kiithid for not retaliating against their larger pillaging oppressors, and the backstory of Khaneeph explores what it's like to be kiith-less and being forced to survive the harsh world completely on their own.
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** The upholding of "kiithid" as institution causes a great deal of societal oppression both open and subtle. Under it the Kharaki are railroaded into certain profession determined by the kiith they are born into. Competition between kiithid leads to instances of classism, racism and in many cases armed skirmishes during ancient times. The DLC sub-factions represent this issue even though they don't have a campaign of their own: Soban was created by people who was upset by their former kiithid for not retaliating against their larger pillaging oppressors, and the backstory of Khaneeph explores what it's like to be kiith-less and being forced to survive the harsh world completely on their own.

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** The upholding of "kiithid" as institution causes a great deal of societal oppression both open and subtle. Under it the Kharaki are railroaded into certain profession determined by the kiith they are born into. Competition between kiithid leads to instances of classism, classism and racism and even in many cases armed skirmishes during ancient times. the present. [[spoiler:Siidim's carrier fleet you're allied with ended up turning on you, wanting to prove the superiority of their kiith]]. The DLC sub-factions also represent this issue even though they don't have a campaign of their own: Soban was created by people who was upset by their former kiithid for not retaliating against their larger pillaging oppressors, and the backstory of Khaneeph explores what it's like to be kiith-less and being forced to survive the harsh world completely on their own.
Is there an issue? Send a MessageReason:
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** The upholding of "kiithid" as institution causes a great deal of societal oppression both open and subtle. Under it the Kharaki are railroaded into certain profession determined since their birth. Competition between kiithid leads to instances of classism, racism and in many cases armed skirmishes during ancient times. The DLC sub-factions represent this issue even though they don't have a campaign of their own: Soban was created by people who was upset by their former kiithid for not retaliating against their larger pillaging oppressors, and the backstory of Khaneeph explores what it's like to be kiith-less and being forced to survive the harsh world completely on their own.

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** The upholding of "kiithid" as institution causes a great deal of societal oppression both open and subtle. Under it the Kharaki are railroaded into certain profession determined since their birth.by the kiith they are born into. Competition between kiithid leads to instances of classism, racism and in many cases armed skirmishes during ancient times. The DLC sub-factions represent this issue even though they don't have a campaign of their own: Soban was created by people who was upset by their former kiithid for not retaliating against their larger pillaging oppressors, and the backstory of Khaneeph explores what it's like to be kiith-less and being forced to survive the harsh world completely on their own.
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*CentralTheme: "Dogma"
**Gaalsien's religious-like code ended up harming Kharaki more than it saves. It fueled the Heresy War in the backstory between Gaalsien and Siidim (over a difference in mere beliefs rather than tangible things like resources), inflicting misery to huge number of people even those not directly related to the conflict. And Gaalsien's strict anti-science stance is presented here as suicidal in the face of desertification of the entire planet.
**The upholding of "kiithid" as institution causes a great deal of societal oppression both open and subtle. Under it the Kharaki are railroaded into certain profession determined since their birth. Competition between kiithid leads to instances of classism, racism and in many cases armed skirmishes during ancient times. The DLC sub-factions represent this issue even though they don't have a campaign of their own: Soban was created by people who was upset by their former kiithid for not retaliating against their larger pillaging oppressors, and the backstory of Khaneeph explores what it's like to be kiith-less and being forced to survive the harsh world completely on their own.

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