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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


Weapons are divided into several groups: anti-armor ([[MagneticWeapons railgun]]s, effective at destroying the hull; largely ineffective against shields), energy shells (overload enemy DeflectorShields; no effect on armor), [[FrickinLaserBeams lasers]] (anti-hardpoint weapons; damage specific devices; very little hull/shield damage), flak (automated anti-fighter and anti-missile laser grid), missiles/torpedoes (limited-supply guided area-effect weapons), and special (various unique weapons). Ships can also carry wings of fighters/bombers, although they generally prove to be nothing more than a nuisance, especially if the enemy is equipped with an advanced flak grid or has his own fighter complement. Shuttles can be used to capture ships, although the enemy flak systems need to be disabled first and fighters destroyed. Other systems include power generators (main and weapons), engines (main, secondary, and combat), sensors, [[FasterThanLightTravel interplanetary drives]] (used to exit the mission), and special devices.

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Weapons are divided into several groups: anti-armor ([[MagneticWeapons railgun]]s, effective at destroying the hull; largely ineffective against shields), energy shells (overload enemy DeflectorShields; no effect on armor), [[FrickinLaserBeams [[EnergyWeapon lasers]] (anti-hardpoint weapons; damage specific devices; very little hull/shield damage), flak (automated anti-fighter and anti-missile laser grid), missiles/torpedoes (limited-supply guided area-effect weapons), and special (various unique weapons). Ships can also carry wings of fighters/bombers, although they generally prove to be nothing more than a nuisance, especially if the enemy is equipped with an advanced flak grid or has his own fighter complement. Shuttles can be used to capture ships, although the enemy flak systems need to be disabled first and fighters destroyed. Other systems include power generators (main and weapons), engines (main, secondary, and combat), sensors, [[FasterThanLightTravel interplanetary drives]] (used to exit the mission), and special devices.



* EnergyWeapon: Energy shells, lasers (offensive and flak), and energy skeeters.

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* EnergyWeapon: EnergyWeapon:
**
Energy shells, lasers (offensive and flak), and energy skeeters.skeeters.
** Lasers are used both to disable/destroy enemy ship systems and to defend against fighters and missiles. Shown as bright beams of varying colors and thickness. Travel instantly to target. Also see WaveMotionGun.



* FrickinLaserBeams: Lasers are used both to disable/destroy enemy ship systems and to defend against fighters and missiles. Shown as bright beams of varying colors and thickness. Travel instantly to target. Also see WaveMotionGun.

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Added image.


''Nexus: The Jupiter Incident'' is a RTS developed in 2004 by the Hungary-based Mithis Entertainment. The game spent most of its life in DevelopmentHell. It started as ''VideoGame/ImperiumGalactica III: Genesis'', being developed by Digital Reality. However, the publisher GT Interactive went bankrupt, and the title was "borrowed" by Philos Laboratories. When their lease expired, the project was renamed to ''Galaxy Andromeda''. Then Philos Laboratories went bankrupt, and Mithis Entertainment picked up the development, resulting in ''Nexus: The Jupiter Incident''. While the game in its current state has nothing to do with the ''Imperium Galactica'' series, its storyline remained largely unchanged from the original project, becoming the [[SpiritualSuccessor unofficial prequel]] to the series.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nexus_the_jupiter_incident.png]]
''Nexus: The Jupiter Incident'' is a RTS developed an [[RealTimeStrategy RTS]] for [[UsefulNotes/IBMPersonalComputer PC]], released in 2004 by the Hungary-based Mithis Entertainment. The game spent most of its life in DevelopmentHell. It started as ''VideoGame/ImperiumGalactica III: Genesis'', being developed by Digital Reality. However, the publisher GT Interactive went bankrupt, and the title was "borrowed" by Philos Laboratories. When their lease expired, the project was renamed to ''Galaxy Andromeda''. Then Philos Laboratories went bankrupt, and Mithis Entertainment picked up the development, resulting in ''Nexus: The Jupiter Incident''. While the game in its current state has nothing to do with the ''Imperium Galactica'' series, its storyline remained largely unchanged from the original project, becoming the [[SpiritualSuccessor unofficial prequel]] to the series.
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* ColonyShip: The ''Noah's Ark'' held 500 settlers in stasis, plus also kept a million-strong gene pool in order to add genetic variety. The ship becomes the basis for the Noah station and is later turned into a museum.
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** The majority of the Noah colonists still live aboard their space station, with the rest living in the only city on the habitable planet below.
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* MegaCorps: Most of the Solar System is run by various corporations that maintain their own corporate fleets. In fact, three of them fought and won a war against the Earth government for the right to live by their own rules. The key corporations are [=SpaceTech=] (responsible for most shipbuilding), Kissaki Syndicate (youngest and most advanced), OSEC (formerly Outer Space Exploration Community), [=AeroSpace=], and Orbital Limited.

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* MegaCorps: MegaCorp: Most of the Solar System is run by various corporations that maintain their own corporate fleets. In fact, three of them fought and won a war against the Earth government for the right to live by their own rules. The key corporations are [=SpaceTech=] (responsible for most shipbuilding), Kissaki Syndicate (youngest and most advanced), OSEC (formerly Outer Space Exploration Community), [=AeroSpace=], and Orbital Limited.
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* FantasticShipPrefix: Some governments and companies use these and some don't. For example, the ISA uses either ISF or FSF (the former is stated, and the latter could be a typo). OSEC uses OSF, and Kissaki Syndicate uses KSK. [=SpaceTech=] and the Noah colonists don't use prefixes.
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* MegaCorps: Most of the Solar System is run by various corporations that maintain their own corporate fleets. In fact, three of them fought and won a war against the Earth government for the right to live by their own rules. The key corporations are [=SpaceTech=] (responsible for most shipbuilding), Kissaki Syndicate (youngest and most advanced), [=AeroSpace=], and Orbital Limited.

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* MegaCorps: Most of the Solar System is run by various corporations that maintain their own corporate fleets. In fact, three of them fought and won a war against the Earth government for the right to live by their own rules. The key corporations are [=SpaceTech=] (responsible for most shipbuilding), Kissaki Syndicate (youngest and most advanced), OSEC (formerly Outer Space Exploration Community), [=AeroSpace=], and Orbital Limited.
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** Prior to the ''Angelwing'', the ''Stiletto'' certain fits the part, being highly reminiscent of ''Series/BabylonFive'' human ships. Despite being only a corvette, she can punch well above her weight class and can even take on heavy frigates. She also has the distinction of being the lead ship of her highly successful class, which comprises 47 ships.


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* MegaCorps: Most of the Solar System is run by various corporations that maintain their own corporate fleets. In fact, three of them fought and won a war against the Earth government for the right to live by their own rules. The key corporations are [=SpaceTech=] (responsible for most shipbuilding), Kissaki Syndicate (youngest and most advanced), [=AeroSpace=], and Orbital Limited.

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* FasterThanLightTravel: Interplanetary drives generate SubspaceOrHyperspace bubbles that allow a ship to cross interplanetary distances extremely quickly. Sol humans don't have this technology and have to take the slow path. However, even IP drives aren't fast enough for reasonable travel between stars, which is where wormholes come in. On the other hand, it's never specified if IP drives really do travel faster than light or simply much faster than normal travel using conventional drives.

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* FasterThanLightTravel: Interplanetary drives generate SubspaceOrHyperspace bubbles that Wormholes are the basis for interstellar civilization, and the collapse of the Wormhole Network is the source of most of the conflict between sapient races in the setting. Starships are also equipped with 'IP Drives' which allow a ship to cross interplanetary distances extremely quickly. Sol humans don't have this technology and have to take travel at relativistic speeds; the slow path. However, even IP drives aren't fast enough for reasonable Drive used by the Angelwing allows it to travel between stars, which is where wormholes come in. On the other hand, it's never specified if IP drives really do travel faster than light or simply much faster than normal travel using conventional drives.Jupiter and Pluto in just a few weeks.

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* OrganicTechnology: The Locust.
** The Ghost use organic ships.

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* OrganicTechnology: The Locust.
** The Ghost use organic ships.
Locust, and possibly the Ghosts.



* SpaceWhale: The Locust queen.

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* SpaceWhale: The Locust queen. It's also somewhat ambiguous whether the Ghosts use OrganicTechnology or the {{Living Ship}}s that we see in-game ''are'' the Ghost.
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For a summary of the game's plot (warning: unmarked spoilers), see [[Synopsis/NexusTheJupiterIncident here]]. For a work-in-progress character sheet, see [[Characters/NexusTheJupiterIncident here]].

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For a summary of the game's plot (warning: unmarked spoilers), see [[Synopsis/NexusTheJupiterIncident [[Recap/NexusTheJupiterIncident here]]. For a work-in-progress character sheet, see [[Characters/NexusTheJupiterIncident here]].
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* SpiritualAntithesis: To ''VideoGame/{{Homeworld}}''. Compared to it letting you gather and spend resources to mass-produce a fleet, ''Nexus: The Jupiter Incident'' instead takes out unit production and only gives you preset units. This would, in-turn, give the various ships their own unique identities and thus reasons for you to care for them, compared to ''Homeworld'''s units just being a bunch of disposable {{Mook Mobile}}s.

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* SpiritualAntithesis: To ''VideoGame/{{Homeworld}}''. Compared to it letting you [[YouRequireMoreVespeneGas gather and spend resources resources]] to mass-produce a fleet, ''Nexus: The Jupiter Incident'' instead takes out unit production and only gives you preset units. This would, in-turn, give the various ships their own unique identities and thus reasons for you to care for them, compared to ''Homeworld'''s units just being a bunch of disposable {{Mook Mobile}}s.
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* SpiritualAntithesis: To ''VideoGame/{{Homeworld}}''. Compared to it letting you gather and spend resources to mass-produce a fleet, ''Nexus: The Jupiter Incident'' instead takes out unit production and only gives you preset units. This would, in-turn, give the various ships their own unique identities and thus reasons for you to care for them, compared to ''Homeworld'''s units just being a bunch of disposable{{Mook Mobile}}s.

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* SpiritualAntithesis: To ''VideoGame/{{Homeworld}}''. Compared to it letting you gather and spend resources to mass-produce a fleet, ''Nexus: The Jupiter Incident'' instead takes out unit production and only gives you preset units. This would, in-turn, give the various ships their own unique identities and thus reasons for you to care for them, compared to ''Homeworld'''s units just being a bunch of disposable{{Mook disposable {{Mook Mobile}}s.
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* SpiritualAntithesis: To ''VideoGame/{{Homeworld}}''. Compared to it letting you gather and spend resources to mass-produce a fleet, ''Nexus: The Jupiter Incident'' instead encourages you to spend resource points on repairing and upgrading the ships you're given. This gives the game a sense of [[DesignItYourselfEquipment ship customization]] that ''Homeworld'' could never provide.

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* SpiritualAntithesis: To ''VideoGame/{{Homeworld}}''. Compared to it letting you gather and spend resources to mass-produce a fleet, ''Nexus: The Jupiter Incident'' instead encourages takes out unit production and only gives you preset units. This would, in-turn, give the various ships their own unique identities and thus reasons for you to spend resource points on repairing and upgrading the ships you're given. This gives the game care for them, compared to ''Homeworld'''s units just being a sense bunch of [[DesignItYourselfEquipment ship customization]] that ''Homeworld'' could never provide.disposable{{Mook Mobile}}s.
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* WaveMotionGun: The Siege Laser requires the combined energy of up to four ships to fire. However, it is capable of quickly taking down any known shield.

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* WaveMotionGun: The Siege Laser requires the combined energy of up to four no less than three ships placed in specific order to fire. However, it is capable of penetrating any shields and quickly taking down any known shield.ship at huge range.
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* SpiritualAntithesis: To ''VideoGame/{{Homeworld}}''. Compared to it letting you gather and spend resources to mass-produce a fleet, Nexus: The Jupiter Incident instead encourages you to spend resource points on repairing and upgrading the ships you're given. This gives this game a sense of [[DesignItYourselfEquipment ship customization]] that Homeworld could never provide.

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* SpiritualAntithesis: To ''VideoGame/{{Homeworld}}''. Compared to it letting you gather and spend resources to mass-produce a fleet, Nexus: ''Nexus: The Jupiter Incident Incident'' instead encourages you to spend resource points on repairing and upgrading the ships you're given. This gives this the game a sense of [[DesignItYourselfEquipment ship customization]] that Homeworld ''Homeworld'' could never provide.
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* SpiritualAntithesis: To ''VideoGame/Homeworld''. Compared to it letting you gather and spend resources to mass-produce a fleet, Nexus: The Jupiter Incident instead encourages you to spend resource points on repairing and upgrading the ships you're given. This gives this game a sense of [[DesignItYourselfEquipment ship customization]] that Homeworld could never provide.

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* SpiritualAntithesis: To ''VideoGame/Homeworld''.''VideoGame/{{Homeworld}}''. Compared to it letting you gather and spend resources to mass-produce a fleet, Nexus: The Jupiter Incident instead encourages you to spend resource points on repairing and upgrading the ships you're given. This gives this game a sense of [[DesignItYourselfEquipment ship customization]] that Homeworld could never provide.
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* SpiritualAntithesis: To ''VideoGame/Homeworld''. Compared to it letting you gather and spend resources to mass-produce a fleet, Nexus: The Jupiter Incident instead encourages you to spend resource points on repairing and upgrading the ships you're given. This gives this game a sense of [[DesignItYourselfEquipment ship customization]] that Homeworld could never provide.
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* ThatsNoMoon: When the Mechanoids attack in force, they usually bring a moon-sized construct that is made up of a huge number of Mechanoids.
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* LargeHam: The Gorg seem to be even more hammy than [[Franchise/StarTrek Klingons]].
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* RealTimeWithPause: The game is played in real-time, but single-player missions allow you to pause give orders to your ships or re-allocate power usage.
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* PeaceThroughSuperiorFirepower: The Vardrag's way of life.

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Earth Shattering Kaboom is for when planets are destroyed, not for random explosions.


* CameraAbuse[=/=]ScreenShake: Destroyed ships, mines and larger projectiles explode in a blazing flash that actually shakes the screen if the camera is close enough.



* EarthShatteringKaboom: Destroyed ships, mines and larger projectiles explode in a blazing flash that actually shakes the screen if the camera is close enough.

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* BeamSpam: The automated flak laser grids give off this feeling, firing fast-pulsing thin cris-crossing beams if fighters, bombers, shuttles, missiles/torpedoes, or escape pods are in range.

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** Averted late in the game, when bombers (whose torpedoes pass through shields) can pummel even battleships to death in sufficient numbers.
* BeamSpam: The automated flak laser grids give off this feeling, firing fast-pulsing thin cris-crossing criss-crossing beams if fighters, bombers, shuttles, missiles/torpedoes, or escape pods are in range.



** A particular example is the first mission where [[spoiler: Mechanoid Angel]] becomes available. The game doesn't tell you until after you've started the mission that it will take ridiculous amounts of energy (way more than the ''Angelwing's'' standard loadout) to power the device.



** When faced with demolishing a den of rouge Raptors, ''both'' of Norbank's ships are quickly demolished by untrackable, shield-piercing missiles, and his escape pod is [[spoiler: seemingly]] destroyed in the wake of their destruction.

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** When faced with demolishing a den of rouge rogue Raptors, ''both'' of Norbank's ships are quickly demolished by untrackable, shield-piercing missiles, and his escape pod is [[spoiler: seemingly]] destroyed in the wake of their destruction.

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* EarthShatteringKaboom: Destroyed ships explode in a blazing flash. If camera is zoomed into the explosion, the screen shakes.

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* EarthShatteringKaboom: Destroyed ships ships, mines and larger projectiles explode in a blazing flash. If camera is zoomed into the explosion, flash that actually shakes the screen shakes.if the camera is close enough.
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moved to character page


* IronButtMonkey: Vice Admiral Norbank. While his tactics almost fail every time, he's seemingly able to shrug off anything. [[spoiler: Survived from being blown up by the Raptors' Cataclysm missiles while the escape pods are seemingly caught in the blast, took a hit from a Gorg Siege Laser in the face, and even survived after the mechanoids taken over his ship.]]
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* BadassBookworm: Commander Rudolph Veltman. Originally a scientist sent with the ''Angelwing'' to investigate the ''Shukenja Beta'' SpaceStation. After the arrival to the Noah system, Veltman is given command of the scout destroyer ''Brutus'' and proves himself to be a capable ship commander (although why anyone in Noah High Command thought it'd be a great idea to hand over the command of a warship to a scientist is not explained).

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* DeflectorShields: Most ships (with the exception of Earth ships) have these. Fort shields can be generated by {{Space Station}}s, Vardrag city-ships, and specially-equipped supply ships. These generate a huge bubble that keeps enemy ships out but allows friendly ships to pass in and out at will, as well as to fire at enemy ships from within the shield. On the downside, if an enemy ship is already within the fort shield, it can be very dangerous, as normal shields don't work inside the bubble. The only thing that can take down a fort shield is a [[WaveMotionGun siege laser]].

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* DeflectorShields: Most ships (with the exception of Earth ships) ships and the mysterious "White Cruisers") have these. Fort shields can be generated by {{Space Station}}s, Vardrag city-ships, and specially-equipped supply ships. These generate a huge bubble that keeps enemy ships out but allows friendly ships to pass in and out at will, as well as to fire at enemy ships from within the shield. On the downside, if an enemy ship is already within the fort shield, it can be very dangerous, as normal shields don't work inside the bubble. The only thing that can take down a fort shield is a [[WaveMotionGun siege laser]].laser]].
** The "White Cruisers" are also known for being able to shoot through shields, dealing devastating hull damage.
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* StealthInSpace: The Ghosts are masters at this, and they later lend their cloaking device to the ''Angelwing'' along with Commander Sweetwater. It's later revealed that [[spoiler:the device is just an amplifier of the Ghosts' natural PsychicPowers; Sweetwater is able to operate it because she herself is a psychic trained by the Ghosts]].

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* StealthInSpace: The Ghosts are masters at this, and they later lend their cloaking device to the ''Angelwing'' along with Commander Sweetwater. It's later revealed that [[spoiler:the device is just an amplifier of the Ghosts' natural PsychicPowers; Sweetwater is able to operate it because she herself is a psychic trained by the Ghosts]]. Naturally, they are necessary for {{Stealth Based Mission}}s. However, they are not perfect, and the ship can still be detected if near an enemy. As expected, they're also a huge drain on power reserves.
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* EverythingSensor: Ships can be equipped with these, and scout destroyers already come equipped with one that cannot be removed. Using one takes time and requires that the ship drop shields and remain motionless relative to the object being scanned, which can be a bit problematic during a battle.


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* FixedForwardFacingWeapon: Averted, for the most part, since most weapons tend to be turreted and placed all over the hull (thus necessitating frequent turns and rotations to bring them to bear). Played straight with the [[WaveMotionGun Siege Laser]].


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* StealthInSpace: The Ghosts are masters at this, and they later lend their cloaking device to the ''Angelwing'' along with Commander Sweetwater. It's later revealed that [[spoiler:the device is just an amplifier of the Ghosts' natural PsychicPowers; Sweetwater is able to operate it because she herself is a psychic trained by the Ghosts]].

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