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* CassandraTruth: The secretary in the "Ministry" quest doesn't believe you when you tell her that there isn't any office in the basement (where she tries to send you off), adding yet another complication to the [[ObstructiveBureaucrat byzantine bureaucracy]] of the island.



* ChromosomeCasting: [[DownplayedTrope Downplayed]], but applies in normal gameplay, unless you count Makhpella, a HiveQueen of a race of non-organic crystal-based lifeforms. Other than that, every single pilot and government official (all of whom share a single model per race) are male. What's weird is that, according to lore, Pelengs can [[SexShifter change their sex at will]], while Faeyans are naturally {{hermaphrodit|e}}ic, but all of them are almost always treated as male. The second game allows the player to choose a female portrait, but it doesn't change the dialogue at all. The [[UpdatedReRelease HD Revolution]] version finally introduces female [=NPCs=] in the form of a separate NPC type, special agents. They, however, are all human, and women of other races remain unseen. Text quests are a bit more willing to have female characters, but you still have a lot more men than there are women, and many quests don't have any women at all.
* {{Cloudcuckoolander}}: The security guard in the "Ministry" quest imagines himself to be a communist guerrilla, speaking in a military manner to any visitors.



* ChromosomeCasting: [[DownplayedTrope Downplayed]], but applies in normal gameplay, unless you count Makhpella, a HiveQueen of a race of non-organic crystal-based lifeforms. Other than that, every single pilot and government official (all of whom share a single model per race) are male. What's weird is that, according to lore, Pelengs can [[SexShifter change their sex at will]], while Faeyans are naturally {{hermaphrodit|e}}ic, but all of them are almost always treated as male. The second game allows the player to choose a female portrait, but it doesn't change the dialogue at all. The [[UpdatedReRelease HD Revolution]] version finally introduces female [=NPCs=] in the form of a separate NPC type, special agents. They, however, are all human, and women of other races remain unseen. Text quests are a bit more willing to have female characters, but you still have a lot more men than there are women, and many quests don't have any women at all.


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* CorruptBureaucrat: In the "Ministry" quest, the boss of the titular ministry turns out to be this, as he gives you an inane test of common sense, then extorts a bribe if you don't give him the answers he wants.


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* DisproportionateRetribution: Hitting the guard's booth with the crowbar in the "Ministry" quest will result in him grabbing a plasma shotgun and trying to kill you, instead of calling the police or trying to detain you, even though the booth didn't have any dent in it. Just to make it weirder, he won't be offended if you punch his booth


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* FlippingTheBird: The security guard in the "Ministry" quest will flip you off (at least, you think so) if you punch his booth.


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* NonIndicativeName: The questions of rent in the "Ministry" quest are handled by the chief of the transport department, for whatever reason.


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* ObstructiveBureaucrat: The "Ministry" quest is all about dealing with them - the guard imagines himself to be a communist guerrilla and refuses to talk until you put a side cap on, the secretary is unhelpful (as she's not aware that the clerk is in the toilet rather than the basement) to the point that you have to beat her in [[StripPoker strip 21]] so that you can steal the side cap, the clerk sits in the toilet and refuses to open the door (unless you tell him that you have an important government task), the common sense test is inane (and seems to be a way to get a bribe out of you), the whole thing with the documents turns out to be pointless because rent questions are handled by the [[NonIndicativeName chef of the transport department]], ''and'' the chief himself fails to give you time to explain yourself, forcing you to catch a fish so that he gives you some time.


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* PhonyVeteran: The security guard in the "Ministry" quest is [[ImpliedTrope implied]] to be this, as he still acts like a communist revolutionary, and regales you with wild tales of his partisan exploits.


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* RunningGag: Your 10k life insurance (or 20k, if you paid for the business centre) gets a few mentions in text quests, usually before getting into a life-threatening situation (or even right after dying). In one humorous instance, you reminiscence of your family getting the insurance as a door's handle (which you accidentally yanked off) is flying back into your forehead, only for you to merely get a bruise from it.


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* ShaggyDogStory: The whole dance with [[ObstructiveBureaucrat the bureaucracy]] in the "Ministry" quest turns out to be pointless, because the documents you obtain have nothing to do with rent, and these issues are handled by the [[NonIndicativeName chief of the transport department]]. And catching fish for him turns out to be pointless, because he would've just helped you if you asked (though he fails to give you the time to explain yourself earlier).


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* StripPoker: The "Ministry" quest involves you playing Strip 21 against the secretary, [[ItMakesSenseInContext so as to take away her glasses, allowing you to steal a side cap from the trash can in order to make the security guard respect you]].

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* BackToSchool:
** The "Pilot" quest involves you taking an exam to earn a license for piloting cargo ships (so that your questgiver can make forgeries), even though you're already a perfectly capable pilot with a UniversalDriversLicense.
** The "Megatest" quest involves you testing a graduation exam for rangers that is constantly being failed by trainees, so as to see if veteran rangers are able to pass it.



** The goal of the "Pilot" quest is to get a license to pilot cargo ships. In the actual game, however, you can freely buy any kind of cargo ship and pilot it with zero legal issues.



** For instance, the "Megatest" quest demands you to pass a Ranger exam, and several of the questions in there demand you to go back to the first game and it's quests. A few other questions also don't have clear answers stated in the game, meanwhile, such as the one that asks you to choose a correct line for a Maloq song, and another that asks how to greet a peleng (which, even with sufficient info, has you choose between a handshake or [[BadassArmfold folding your arms on your chest]] and nodding, the latter being correct). This is even [[LampshadeHanging lampshaded]] in the quest itself, as Ranger trainees consistently fail to pass it.

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** For instance, the "Megatest" quest demands you to pass a Ranger exam, and several of the questions in there demand you to go back to the first game and it's its quests. A few other questions also don't have clear answers stated in the game, meanwhile, such as the one that asks you to choose a correct line for a Maloq song, and another that asks how to greet a peleng (which, even with sufficient info, has you choose between a handshake or [[BadassArmfold folding your arms on your chest]] and nodding, the latter being correct). This is even [[LampshadeHanging lampshaded]] in the quest itself, as Ranger trainees consistently fail to pass it.



** The Shadow of the Empire hull requires getting lucky with finding a crystal on an uninhabited planet, and it still costs a lot to buy afterwards. Howeve,r it has nearly all the slots available (except for two weapon slots), and comes with several unique abilities.

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** The Shadow of the Empire hull requires getting lucky with finding a crystal on an uninhabited planet, and it still costs a lot to buy afterwards. Howeve,r Howeve, it has nearly all the slots available (except for two weapon slots), and comes with several unique abilities.
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** The game [[NoFairCheating tracks you using cheats in real space]], rendering your run ineligible for record tables, or earning achievements. However, planetary battles weren't programmed to register cheat codes in any way, letting players to abuse those for easy money and experience without disqualifying themselves. To fight this, a patch for HD version removed cheat codes from planetary battles altogether.


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* StartingEquipment:
** Every starting option is guaranteed to provide you with an engine, fuel tank, gripper and radar, all of tier-1 by default. Some starting options either provide extra equipment (like Human warriors being equipped with defense field generator), or improve the quality of default equipment (like Peleng warriors starting with tier-3 engine).
** You're guaranteed to start with at least one weapon. If your starting option doesn't provide you with specific weapons (like Peleng pirate starting with missile launcher), you would receive tier-1 Industrial Laser instead, which is pretty much the weakest weapon in the game, and, as the name suggests, only suitable for asteroid mining.
** When starting new game, you would receive two pieces of equipment of your choice for free; those would be of tier-2 level. On easier difficulties, those would also be upgraded.

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* AnarchyIsChaos: While [[AvertedTrope averted]] with Coalition planets in the state of anarchy (as they still function just fine and even have prisons and militaries), any system taken over by the pirate clan will be plunged into anarchy, while the planet's background and the government official make it clear that corruption and violent crime are commonplace.

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* AnarchyIsChaos: AnarchyIsChaos:
**
While [[AvertedTrope averted]] with Coalition planets in the state of anarchy (as they still function just fine and even have prisons and militaries), any system taken over by the pirate clan will be plunged into anarchy, while the planet's background and the government official make it clear that corruption and violent crime are commonplace.commonplace.
** Choosing anarchy as the form of government in the "Colonization" quest will result in complete chaos breaking out, with the entire colony falling apart in an orgy of violence, culminating in the survivors deciding to execute you.



* ExclusiveEnemyEquipment: The Dominators in the second game carry their own set of items that's roughly equivalent to what you can buy in stores at that point in the game. Dominator equipment has its own benefits and drawbacks, though -- most notable being that while these items might not cost anything initially, and have no racial restriction on micromodules, upgrading and repairing them costs nodes, which can only be acquired by shooting down more Dominators. These items are also typically less reliable than normal store-bought items.

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* ExclusiveEnemyEquipment: The Dominators in the second game carry their own set of items that's roughly equivalent EternalProhibition: Most non-anarchic non-peleng planets hold to what you can buy in stores at that point in the game. Dominator equipment has its own benefits and drawbacks, though -- most notable this, with drugs being that while illegal to trade. Some go a step further and ban alcohol, with these items might not cost anything initially, bans being enacted by Maloq/Gaalian dictatorships and have no racial restriction on micromodules, upgrading monarchies, as well as Faeyan democracies and repairing them costs nodes, which can only be acquired by shooting down more Dominators. These items are also typically less reliable than normal store-bought items.republics.



* ExclusiveEnemyEquipment: The Dominators in the second game carry their own set of items that's roughly equivalent to what you can buy in stores at that point in the game. Dominator equipment has its own benefits and drawbacks, though -- most notable being that while these items might not cost anything initially, and have no racial restriction on micromodules, upgrading and repairing them costs nodes, which can only be acquired by shooting down more Dominators. These items are also typically less reliable than normal store-bought items.



* HighTimesFuture: While mostly [[AvertedTrope averted]], drugs are considered legal in Human monarchies and Faeyan dictatorships. The same applies to anarchies and peleng planets, but these places are too lawless to ban anything in the first place.



* KarmaMeter: Your rating serves as a [[DownplayedTrope downplayed]] version of this, indicating your tendency towards being a pirate, warrior, and/or trader. They determine what quests and medals you can receive, and rapid advancements in a rating will grant you an experience bonus (warrior or trader) or penalty (pirate).
** Warrior rating is increased via "good" military accomplishments - killing enemies of the Coalition (pirates and Dominators/Klissans), funding the construction of military bases, and freeing systems for the Coalition.
** Pirate rating is increased via crime - killing Coalition members, selling contraband, robbing ships, funding the construction of pirate bases, buying nodes/protoplasma from pirates, [[ArsonMurderAndJaywalking and repairing at pirate bases]]. It also grants you a discount when repairing at pirate bases.
** Trader rating is increased via honest trading activities - selling legal trade goods at a profit, funding business centres, taking out loans and paying for them, and turning in Dominator parts at science stations.



** To fight with popular scheme of players buying tons of goods by cheap price, stockpiling them all on the planet and later selling when price goes up due to artificial deficit you've created, one of the patches for first game made it so goods in the storage now count towards total amount of goods on the planet, thus reducing the selling price. This practice was carried over into second game.

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** To fight with popular scheme of players buying tons of goods by cheap price, stockpiling them all on the planet and later selling when price goes up due to artificial deficit you've created, one of the patches for first game made it so goods in the storage now count towards total amount of goods on the planet, thus reducing the selling price. This practice was carried over into second game. Due to an oversight, however, this doesn't apply to stations, but they don't have large quantities of goods to begin with.



* StopOrIWillShoot: If you're hostile to a planet, their military ships will demand that you land on their planet. If you don't, they'll immediately respond by trying to destroy your ship.

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* StopOrIWillShoot: If you're hostile to a planet, their military ships will demand that you land on their planet. If you don't, they'll immediately respond by trying to destroy your ship. This is [[JustifiedTrope justified]] by the fact that there's no other way to stop your ship, as well as your ship almost always being armed, possibly to the point of being a OneManArmy.


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* SurprisinglyRealisticOutcome: Declaring anarchy in the "Colonization" will result in [[AnarchyIsChaos complete chaos breaking out]], with everybody fighting each other and the whole colony falling, with the survivors executing you for destroying the government. Considering the extremely tense situation in the colony, with barbarians attacking colonists and the populace being generally unhappy, and the fact that the announcement comes in the form of a speech saying "Down with the president! May anarchy reign!" instead of something more proper, it's not exactly unexpected that people won't simply cooperate with each other.
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* CriticalExistenceFailure:
** Your ship can function perfectly fine regardless of HP. While equipment ''can'' break, it usually takes several times your HP in damage for it to break from combat.
** Text quests that track your health allow you to keep fighting and running perfectly fine even if you're at the "About to die" status. The "Mafia" quest [[DownplayedTrope downplays]] this, however, as you can only make a difficult billiards shot if you're perfectly healthy, rested, and satiated.


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* SubsystemDamage: The various equipment of a ship can be damaged individually with use or combat. However, weapons can only target the ship as a whole, not specific equipment.
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* InterfaceSpoiler: The fact that the "Easy Work" quest is not a simple delivery quest is spoiled by the fact that you have the option to reject it outright, something that is only available for text quests and planetary battles. There's also the fact that you're being promised a much higher payout than a delivery quest should have, as well as not having an item deposited into your inventory upon accepting.


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** Chekumash makes you randomly see hallucinations in space.
* MinorCrimeRevealsMajorPlot: In the "Easy Work" quest, a failure of the client's representative to appear [[spoiler:leads to you discovering a plot to fatally scan the brains of rangers and soldiers in order to create a new series of dominators, with the deliveries being a way to lure in victims, the latest one being intended to be you.]]


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* ProductDeliveryOrdeal: The "Easy Work" starts this way - the client's representative fails to meet you, and you don't know where your client is, forcing you to find their address on your own. Then the client fails to make a stamp to confirm delivery. [[spoiler:Then he gets murdered, forcing you to destroy a cult in order to finally get your stamp and be able to get paid.]]


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* TreacherousQuestGiver: A variation - [[spoiler:in the "Easy Work" quest, the quest giver (the government of the planet that gave you the quest) is innocent. However the people who actualyl ordered the delivery are members of a cult, and the delivery was a way to lure you in and fatally scan your brain. Fortunately, their representative's failure to meet you allows you to uncover the plot.]]

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* CallARabbitASmeerp: In one text quest you must figure out how to feed a "Desert Ship" from Mars. In the original Russian version, this English name is phonetically transliterated to Cyrillic letters. In Russian, "ship" means "thorn", so Russian players are tricked to think they are dealing with "Desert Thorn". The animal's description is also intentionally confusing. In the end it is revealed that player was dealing with a simple camel.
** In another example from the same quest, "Ferriferous No-Oodles" is telephone wire.
** That zoo quest in general consists of these. There are five animals and five types of food, all named in insane ways, and the point is to figure out what each of them actually means.

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* CallARabbitASmeerp: In one the "Xenopark" text quest quest, you must feed five animals with five different types of food; the problem is that all the names are insane and non-sensical, so you have to figure out how to feed what's what, and organise the feeding. For example, "Ferriferous No-Oodles" is a telephone wire, while "Desert Ship" from Mars. In the Mars (which is also described deliberately confusingly) is a camel, which is even more counter-intuitive in original Russian version, this English name is due to "Ship" (but not the "Desert") being phonetically transliterated to Cyrillic letters. In Russian, "ship" means "thorn", so letters, making it sound like Russian players are tricked to think they are dealing with "Desert Thorn". The animal's description is also intentionally confusing. In the end it is revealed that player was dealing with a simple camel.
** In another example from the same quest, "Ferriferous No-Oodles" is telephone wire.
** That zoo quest in general consists of these. There are five animals and five types of food, all named in insane ways, and the point is to figure out what each of them actually means.
for "thorn".



** The enemies can also fire multiple weapons at the same time in hyperspace, but they don't do it often.

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** The enemies can also fire multiple weapons at the same time in hyperspace, but they don't do it often.



** In the end of "Sibulosovt" text quest, you're told that the cure provided to you now is only temporarily solution, and the poison would resume wracking your body if you don't get a more permanent one (by going back to the questgiver). You're completely free to ignore turning that quest in for the rest of the game, with no risks.



* HerdHittingAttack: There are several weapons capable of hitting multiple enemies at once. This includes the mid-game Atomic Vision (Creates [[SphereOfDestruction a sphere that hurts everything inside of it]]) as well as the Dominator-dropped Vertix and [=IMHO-9000=].
** There is also the late game Turbogravir, which causes anything killed by it to [[ChainLightning release a huge electrical discharge that jumps to nearby enemies]] -- potentially killing those as well and propagating the effect even further.

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* HerdHittingAttack: There are several weapons capable of hitting multiple enemies at once. This includes the mid-game once.
**
Atomic Vision (Creates creates [[SphereOfDestruction a sphere that hurts everything inside of it]]) as well as the Dominator-dropped Vertix and [=IMHO-9000=].
it]].
** There is also the late game Turbogravir, which Turbogravir causes anything killed by it to [[ChainLightning release a huge electrical discharge that jumps to nearby enemies]] -- potentially killing those as well and propagating the effect even further. further.
** The Dominators have their special weapons, Vertix (creates a massive energy wave around the ship) and [=IMHO-9000=] (powerful, but short-ranged cannon with serious splash damage), which are designed to fight enemy fleets and are only installed on bigger ships. It's possible to loot those and install on your own ship, but they're tend to be ''very'' heavy.



** To fight with popular scheme of players buying tons of goods by cheap price, stockpiling them all on the planet and later selling when price goes up due to artificial deficit you've created, one of the patches for first game made it so goods in the storage now count towards total amount of goods on the planet, thus reducing the selling price. This practice was carried over into second game.



* SummonBiggerFish: A villainous example spanning the entire story of ''Space Rangers 1''.

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* SummonBiggerFish: A villainous example spanning SummonBiggerFish:
** The plot of first game started because pirate Rachekhan lured
the entire story of ''Space Rangers 1''.alien species, Klissans, to attack the Coalition, so it would be too busy to intervene into his affairs.
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*** The Ranger Corps has shades of the Warrior, meanwhile, as everyone has personal initiative, with everyone having to equip themselves out of their own pocket, and they tend to be far less disciplined than the military. However, this same initiative makes it far easier for them to come to the defense of systems under attack, and it allows the player to be the one who can defeat the Dominators and the Pirate Clan.

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*** ** The Ranger Corps has Corps, though part of the Coalition, is Warrior with a few shades of the Warrior, meanwhile, Soldier, as everyone has a high amount of personal initiative, with everyone having to equip themselves out of their own pocket, and they tend to be far less disciplined than the military. However, this same initiative they're still part of the Coalition's military structure, with the ability to receive promotions and pay for military operations, and their freedom to act makes it far easier for them to come to the defense of systems under attack, and it allows as well as allowing the player to be the one who can defeat the Dominators and the Pirate Clan.Clan, something that a conventional military wouldn't be able to do.
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* SoldierVsWarrior: The conflict between the Pirate Clan and the Coalition has shades of this:
** The Pirates are Warriors, with their members even being officially called warrior-pirates. Their warriors [[ZergRush rely on overwhelming numbers]] and have a lot more personal initiative, with them often taking the opportunity to grab items or mug a passing ship. However, they're also much more cowardly, and it's very hard for them to organize offensive operations or come to the defense of an attacked system. Their victory condition is to simply capture all systems of the Coalition.
** The Coalition is a Soldier faction. Their military is much more disciplined and brave, doesn't get sidetracked, and is better at organizing offensive operations. Their victory condition is to have a ranger infiltrate the Clan, rise to the top ranks, and then destroy the Clan from within.
*** The Ranger Corps has shades of the Warrior, meanwhile, as everyone has personal initiative, with everyone having to equip themselves out of their own pocket, and they tend to be far less disciplined than the military. However, this same initiative makes it far easier for them to come to the defense of systems under attack, and it allows the player to be the one who can defeat the Dominators and the Pirate Clan.

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* AntiFrustrationFeatures: Because the final text quest of the pirates is [[MarathonLevel extremely long]] and has several opportunities to die, it has two checkpoints (which are technically separate quests), thus making death less of a setback to your progress.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
** The game always autosaves right before you start text quests, letting you retry them if you fail.
**
Because the final text quest of the pirates is [[MarathonLevel extremely long]] and has several opportunities to die, it has two checkpoints (which are technically separate quests), thus making death less of a setback to your progress.progress.
* AntiGrinding: Using Transfactor Beacons causes radiation sickness, that can't be cured (only waited out) and drastically lowers any experience you receive. The idea was to counter [[ObviousRulePatch infamous exploit]], where lots of beacons were used to summon giant fleets of Dominators, only to then destroy them all in one massive HerdHittingAttack and reap massive harvest of Dominator loot and easy experience points. Eventually, disease was weakened and then removed outright, replaced with another countermeasure: now, Dominators simply wouldn't react if you use the beacons too often.



* BaitAndSwitch: During "Banquet" text quest, you're given a prompt to drink Maloq booze, in attempt to show to prince (whom you must impress) that you're not a coward. If you actually dare, the ranger would drink it, expecting it to be an exotic suicide method (it's way too strong for non-Maloqs), but turns out that it's... juice. The prince would confirm that it was indeed a test of courage; he didn't put there actual Maloq booze, knowing that you would likely die from it.



* ChromosomeCasting: [[DownplayedTrope Downplayed]], but applies in normal gameplay, unless you count Makhpella, a HiveQueen of a race of non-organic crystal-based lifeforms. Other than that, every single pilot and government official (all of whom share a single model per race) are male. What's weird is that, according to lore, Pelengs can [[SexShifter change their sex at will]], while Faeyans are naturally {{hermaphrodit|e}}ic, but all of them are almost always treated as male. The second game allows the player to choose a female portrait, but it doesn't change the dialogue at all. The [[UpdatedReRelease HD Revolution]] version finally introduces female [=NPCs=] in the form of a separate NPC type, special agents. They, however, are all human, and women of other races remain unseen.
** Text quests are a bit more willing to have female characters, but you still have a lot more men than there are women, and many quests don't have any women at all.

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* ChromosomeCasting: [[DownplayedTrope Downplayed]], but applies in normal gameplay, unless you count Makhpella, a HiveQueen of a race of non-organic crystal-based lifeforms. Other than that, every single pilot and government official (all of whom share a single model per race) are male. What's weird is that, according to lore, Pelengs can [[SexShifter change their sex at will]], while Faeyans are naturally {{hermaphrodit|e}}ic, but all of them are almost always treated as male. The second game allows the player to choose a female portrait, but it doesn't change the dialogue at all. The [[UpdatedReRelease HD Revolution]] version finally introduces female [=NPCs=] in the form of a separate NPC type, special agents. They, however, are all human, and women of other races remain unseen.
**
unseen. Text quests are a bit more willing to have female characters, but you still have a lot more men than there are women, and many quests don't have any women at all.



* DoubleEdgedBuff:
** Virtually any Acrin equipment boosts some stats, and reduces the others. Like, upping weapons of specific type at the cost of weakening the droid, or hull that sacrifices speed for extra durability.
** Many micromodules provide both benefits and negatives. For example, Klein (a level 3 micromodule) amplifies the firepower of select weapon... at the cost of reducing its range.
** Some artifacts shut down certain slots (and you must actually have them, or they wouldn't work), but open up the others, mainly extra weapon and artifacts slots.



* ElectionDayEpisode: One of the text quests require you to become elected leader of the planet. The loser gets blasted by security guards, due to an existing law. Within the following seven days, you organize advertisements, press conferences, and try to convince citizens to vote for you.

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* ElectionDayEpisode: One of the text quests require you to become elected leader of the planet. The loser gets blasted by security guards, due to an existing law. Within the following seven days, you organize advertisements, press conferences, and try to convince citizens to vote for you. It's made more complicated by the planet having all five races inhabiting it, so you have to plan your campaign around [[GameplayAndStoryIntegration their racial gimmicks]].



* FindTheCure: "Sibulosovt" text quest opens with you getting stung by a poisonous insect, native to the planet you arrived to; it's fatally poisonous to all five races of the Coalition, and, without proper treatment (not available in your conditions), only way to not die within few hours is to find another insect (as the ranger made a mistake of stomping this particular one), and not just any one, but of same sex (in our case, it's male). All while trying to avoid dying from the symptoms worsening, other dangerous wildlife, or simply not fulfilling main objective in time.



* HarderThanHard: Difficulty options normally go from 50% to 200%. However, it's possible to unlock more difficulty options, allowing you to go up to 500%. At maximum difficulty, the game becomes impossible without cheating (by dumping your save to see what's where) and constant SaveScumming, as the galaxy will be grinded into paste by the Dominators [[ItsUpToYou without your help]].
* HardModePerks: There are several sliders adjusting difficulty of various parts of the game, thus making the difficulty go from 50% to 500% - it's actually a quotient to multiply points by for the record table. Aside from that, more enemies means more experience and money once you get moderately good weapons, and the EnemyMine becomes much easier to utilize. Also, you may pick either additional units or bonus armor for planetary fights, or deny both and get bonus experience and money.

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* HarderThanHard: Difficulty options normally go from 50% to 200%. However, in HD version, it's possible to unlock more difficulty options, allowing you to go up to 500%. At maximum difficulty, the game becomes impossible without cheating (by dumping your save to see what's where) where, and abusing known exploits and cheesy tactics) and constant SaveScumming, as the galaxy will be grinded into paste by the Dominators [[ItsUpToYou without your help]].
* HardModePerks: There are several sliders adjusting HardModePerks:
** The higher the total
difficulty of various parts of is, the game, thus making bigger the difficulty go from 50% to 500% - it's actually a quotient quotient to multiply your points by for the record table. Aside from that, would be. Additionally, more enemies means more experience and money once loot (once you get moderately good weapons, gear up enough to manage them), and the EnemyMine becomes much easier to utilize. Also, utilize; while narrowing the prices range makes it harder to trade, but drastically increases amount of exp you receive from it.
** When accepting planetary battle,
you may pick either additional units more frequent reinforcements, or bonus armor armour for planetary fights, or deny your units; denying both increases money and get bonus experience and money.reward.



* ObviousRulePatch[=/=]AntiGrinding:
** Using a [[SummonBiggerFish Transfactor Beacon]] now gives you radiation sickness. It's an incurable disease that lasts a couple months (the more you use the beacons, the longer it lasts) and dramatically reduces any [[ExperiencePoints experience]] you receive. This change came as a response to an exploit where, once you get a cool enough ship, you can load it with [[HerdHittingAttack Vertixes, IMHO-9000s and Resonators]] and destroy entire crowds of enemies very quickly. Getting a load of Transfactor Beacons and summoning huge clouds of enemies used to be an insanely effective way of [[LevelGrinding experience farming]].

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* ObviousRulePatch[=/=]AntiGrinding:
ObviousRulePatch:
** Using a [[SummonBiggerFish Transfactor Beacon]] now gives you radiation sickness. It's an incurable disease that lasts a couple months (the more you use the beacons, the longer it lasts) and [[AntiGrinding dramatically reduces any [[ExperiencePoints experience]] experience you receive.receive]]. This change came as a response to an exploit where, once you get a cool enough ship, you can load it with [[HerdHittingAttack Vertixes, IMHO-9000s and Resonators]] and destroy entire crowds of enemies very quickly. Getting a load of Transfactor Beacons and summoning huge clouds of enemies used to be an insanely effective way of [[LevelGrinding experience farming]]. The sickness was eventually weakened and then removed outright, replaced with other countermeasure.



** One of the text-quests involves a human computer system being infected by a virus called "Windows," and the company providing anti-virus software is called "[[ShoutOut Maloqsoft]]".
*** In the sequel, Maloqsoft apparently switched to military research.

to:

** One There are couple of the text-quests involves a human computer system being infected by a references to virus called "Windows," and the company providing with anti-virus software is being called "Linux".
** There's an IT company
called "[[ShoutOut Maloqsoft]]".
*** In
Maloqsoft]]", which frequently gets referenced across the sequel, Maloqsoft apparently switched to game; it's the main supplier for various Maloq structures, military research.included, and, in [[DumbMuscle true Maloq fashion]], produces software that's cumbersome, primitive, vulnerable and badly-optimised, but still popular amongst Maloqs due to the fact that even they can understand it (that, and patriotism).



* TemporalSickness[=/=]LaserGuidedAmnesia: A text-quest in the first game involves using experimental Gaalian TimeTravel tech. It is explained that the shock of time travel scrambles the conscious memories of the rewinded period in the displaced individual, but leaves the subconscious memories intact, which manifest in constant strong ''deja vu''. This is known as Temporal Amnesia.

to:

* TemporalSickness[=/=]LaserGuidedAmnesia: TemporalSickness: A text-quest in the first game involves using experimental Gaalian TimeTravel tech. It is explained that the shock of time travel [[LaserGuidedAmnesia scrambles the conscious memories of the rewinded period period]] in the displaced individual, but leaves the subconscious memories intact, which manifest in constant strong ''deja vu''. This is known as Temporal Amnesia.



* YouHaveFailedMe: Screw up too many Pirate Clan quests to get promoted to Khan, [[spoiler:and you'll get offered the [[MedalOfDishonor Honorary Ataman ran]], which ends with you [[HumanPopsicle being frozen]] as a memorial of failure.]]
* YourMindMakesItReal:
** The "Testing" quest has you testing a VR game so that it can be tuned to your race's brain, with the waiver you're signing mentioning the possibility of pseudodeath. Indeed, if you die in the game, you'll die for real.

to:

* YouHaveFailedMe: Screw up too many Pirate Clan quests to get promoted to Khan, [[spoiler:and you'll get offered the [[MedalOfDishonor Honorary Ataman ran]], rank]], which ends with you [[HumanPopsicle being frozen]] as a memorial of failure.]]
* YourMindMakesItReal:
**
YourMindMakesItReal: The "Testing" quest has you testing a VR game so that it can be tuned to your race's brain, with the waiver you're signing mentioning the possibility of pseudodeath. Indeed, if you die in the game, you'll die for real.

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* AllCrimesAreEqual: Mugged a couple of traders for their cargo and money? Four months in prison! Sold too many drugs at once? Four months in prison! Attacked and destroyed an entire military fleet, leaving a planet defenseless against killer robots? Four months in prison!
** That is, of course, if you manage to reach a planet in order to be arrested at all; Otherwise the system military will simply blast you of the sky.

to:

* AllCrimesAreEqual: Mugged a couple of traders for their cargo and money? Four months in prison! Sold too many drugs at once? Four months in prison! Attacked and destroyed an entire military fleet, leaving a planet defenseless against killer robots? Four months in prison!
**
prison! That is, of course, if you manage to reach a planet in order to be arrested at all; Otherwise otherwise the system military will simply blast you of the sky.



* ArrestedForHeroism: Some seemingly-good actions can actually deteriorate your relationship with certain planets, down to the point of them turning hostile and potentially arresting you:
** Maloq and Peleng planets can get angry at you for shooting down pirates (except Faeyan pirates, they specifically are fair game, for some reason). Additionally, the pirate's homeworld always lowers relationship with you when you kill them, regardless of race. This only applies to "normal" pirates, the Pirate Clan ships are treated as hostile targets by everyone.
** For [[GameplayAndStorySegregation some reason]], attacking Pirate Bases counts as the crime against Coalition.



* BottomlessMagazines:
** Fragment and energy weapons can fire indefinitely until they break. [[AvertedTrope Averted]] with missile weapons, which have finite ammo and require reloading at a station/planet.
** [[ZigZaggingTrope Zig-zagged]] in text quests, as some quests grant you infinite ammo, others track ammo (even down to each individual round), and a few give infinite ammo to certain weapons while tracking shots for others. The "Drugs" quest also has a [[JustifiedTrope justification]] for the buyable pistol having infinite ammo, as it's explicitly advertised as a gun with infinite ammo.

to:

* BottomlessMagazines:
BottomlessMagazines: [[ZigZaggingTrope Zig-zagged]]:
** Fragment and energy While fighting in real space, all weapons can fire indefinitely until they break. [[AvertedTrope Averted]] with be fired continuously, though missile weapons, which weapons [[DownplayedTrope have finite amount of missiles]] which have to be restocked at planets or bases.
** In hyperspace, all weapons have infinite
ammo reserves (including missile weapons), but when fired continuously, [[DownplayedTrope gradually overheat and require reloading at a station/planet.shut down temporarily]] (even though they don't do that in real space).
** [[ZigZaggingTrope Zig-zagged]] in Some text quests, as some quests grant you infinite ammo, others track ammo (even down to each individual round), and a few give infinite ammo to certain weapons while tracking shots for others. The "Drugs" quest also has a [[JustifiedTrope justification]] for the buyable pistol having infinite ammo, as it's explicitly advertised as a gun with infinite ammo.



** During "The Core" planetary battle (part of Pirate Clan storyline), you get told to be careful around the core, as if it breaks, entire planet would explode. The core is actually invulnerable; according to the mapmaker, it ''was'' supposed to be breakable, but idea was scrapped when it turned out that it's too easy to hit by accident.

to:

** During "The Core" planetary battle (part of Pirate Clan storyline), you get told to be careful around the core, with where you shoot, as if it something breaks, entire planet would explode. The core core, along with pipes leading to it, is actually invulnerable; according to the mapmaker, it ''was'' supposed to be breakable, but idea was scrapped when it turned out that it's the pipes are too easy to hit by accident.accident.
** The Pirate Stations are still considered a part of Coalition faction, so attacking them counts as hostility -- despite it being ''known'' as pirate den, full of dangerous criminals, and you being advised to avoid it. It's made even more ridiculous in HD version, where there's actual Pirate Clan faction, hostile to Coalition, who receives the reinforcements from pirate bases, yet you ''still'' can get into troubles if you attack them.

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** "The Breed" text quest from first game tasks you with breeding perfect combat penchekryak; you're supposed to achieve perfectly balanced stats by mixing different stats-boosting food (if any stat is below or ''above'' the others, your hirer would reject penchekryak as unfit for combat), while also avoiding making any of them go above 12, or you would fail the quest immediately (too strong penchekyak would break the cage; too agile penchekryak would make a lockpick; too loyal penchekryak would die from a heart attack; and so on).

to:

** "The Breed" text quest from first game tasks you with breeding a perfect combat penchekryak; you're supposed to achieve perfectly balanced stats by mixing different stats-boosting food (if any stat is below or ''above'' the others, your hirer would reject the penchekryak as unfit for combat), while also avoiding making any of them go above 12, or you would fail the quest immediately (too strong penchekyak would break the cage; too agile penchekryak would make a lockpick; too loyal penchekryak would die from a heart attack; and so on).


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** When fighting against non-military Coalition ships, destroying your target in one turn will deprive you of the credits/trade goods that you can earn by beating them into low HP and robbing them afterwards.


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* ExplodingBarrels:
** Fuel cisterns explode if struck by an attack, though they don't deal much damage.
** The quark bomb isn't a barrel, [[Administrivia/TropesAreFlexible but it works like one in spirit]], as you set it up, then shoot it in order to produce a highly damaging explosion. Notably, it's considered to be an artifact due to its power.


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* NonCombatEXP: In the sequel, besides combat, one can obtain experience via delivery and text quests, turning in nodes (although it's produced as the result of combat, you can scavenge it from battlefields), trading at a profit while avoiding bad deals, and funding the construction of ranger centres at the business centre.

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* AsskickingLeadsToLeadership: Promotions in the Coalition military and the Pirate Clan are primarily based around combat. While it ''is'' possible to gain Coalition promotions via funding military bases, and Pirate Clan promotions via smuggling, both of these are rather slow methods.



* MaliciousSlander: During "Elections" text quest, you may try to use slander to hurt your opponent's position and reinforce your own. It can be tried more than once, but has a chance to backfire on repeat uses.

to:

* MaliciousSlander: During the "Elections" text quest, you may try to use slander to hurt your opponent's position and reinforce your own. It can be tried more than once, but has a chance to backfire on repeat uses.



* MasochistsMeal: Faryuks are considered to be delicacies, with even a single one being extremely expensive (on par with a large gem), as they're only produced on a single planet. The "Faryuks" quest shows that they also have an extremely awful stench, with everybody on the farm (even the rats) wearing a gas mask, and even that not being enough to fully block out the smell.



* MedalsForEveryone: Defeating any of the enemy factions will result in you being told to head to a Ranger Centre in your parade uniform. Once there, you'll be congratulated and given a medal.

to:

* MedalsForEveryone: MedalsForEveryone:
** Once a system is liberated by the Coalition or captured by the Pirate Clan, every participant will head to a specific planet in order to receive their awards, usually consisting of medals, micromodules, and anti-dominator programs.
**
Defeating any of the enemy factions will result in you being told to head to a Ranger Centre in your parade uniform. Once there, you'll be congratulated and given a medal.



* TruthSerum: A courier mission has you transport a pizza recipe. The volunteer that receives the pizza then quickly blurts out everything he thinks about the local planet's authorities (his the wife mother-in-law doing the same).

to:

* TruthSerum: A courier mission has you transport a pizza recipe. The volunteer that receives the pizza then quickly blurts out everything he thinks about the local planet's authorities (his the wife wife's mother-in-law doing the same).



** While some text quests use exact HP values for the player and/or enemies (and their vehicles), the majority use descriptions to show how damaged they are

to:

** While some text quests use exact HP values for the player and/or enemies (and their vehicles), the majority use descriptions to show how damaged they are are.
* VenturousSmuggler:
** Buying and selling illegal goods can be a rather profitable activity, though it does worsen your relations with planets.
** The "Faryuki" quest has you smuggle out the eponymous stinky plants out of their farm with the assistance of a trio of pelengs, with the quest being given to you explicitly because you're thought of as a skilled smuggler. The farm is extremely well-guarded due to how valuable these plants are, but achieving a specific value of smelliness will make the security checkpoint's smell analyzer fail.
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* MoneyForNothing: While averted during normal gameplay (as you constantly need money to upgrade your equipment, and endgame repair bills can be extremely high), text quests don't account for galactic inflation, and tend to price things so that they're affordable in the early game. Thus, it's possible for a quest to ask you to pay 300 credits, all while you already possess 100k credits.

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* GameplayAndStorySegregation: Every time you're arrested, you're thrown into the same HellholePrison, regardless of the planet's race. This even includes Gaalians, who are far too humane for such prisons to exist.

to:

* GameplayAndStorySegregation: GameplayAndStorySegregation:
**
Every time you're arrested, you're thrown into the same HellholePrison, regardless of the planet's race. This even includes Gaalians, who are far too humane for such prisons to exist. exist.
** During "The Core" planetary battle (part of Pirate Clan storyline), you get told to be careful around the core, as if it breaks, entire planet would explode. The core is actually invulnerable; according to the mapmaker, it ''was'' supposed to be breakable, but idea was scrapped when it turned out that it's too easy to hit by accident.

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* DoWellButNotPerfect: The "FrameUp" quest tasks you with planting drugs into an apartment, but also making sure that they can be found. It's possible to fail the quest if you hide the drugs too well, as the cops fail to find them.
* DownerEnding: [[spoiler:The ending where you kill both the pirate baron and the Coalition admiral (thus returning the pirates back to the old days of doing what they please), and then defeat the Dominators for the Clan. Because the pirates aren't properly organized, the whole galaxy falls into complete chaos with the planetary governments fighting each other. In the end, history will know you as galaxy's least succesful hero.]]

to:

* DoWellButNotPerfect: DoWellButNotPerfect:
** "The Breed" text quest from first game tasks you with breeding perfect combat penchekryak; you're supposed to achieve perfectly balanced stats by mixing different stats-boosting food (if any stat is below or ''above'' the others, your hirer would reject penchekryak as unfit for combat), while also avoiding making any of them go above 12, or you would fail the quest immediately (too strong penchekyak would break the cage; too agile penchekryak would make a lockpick; too loyal penchekryak would die from a heart attack; and so on).
**
The "FrameUp" text quest tasks you with planting drugs into an apartment, but also making sure that they can be found. It's possible to fail the quest if you hide the drugs too well, as the cops fail to find them.
* DownerEnding: [[spoiler:The ending where you kill both the pirate baron and the Coalition admiral (thus returning the pirates back to the old days of doing what they please), and then defeat the Dominators for the Clan. Because the pirates aren't properly organized, the whole galaxy falls into complete chaos with the planetary governments fighting each other. In the end, history will know you as galaxy's least succesful successful hero.]]

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** The final quest of the Pirate Clan ends with a massive version of this, [[spoiler:as a military base docks with Rogeria]]. Judging by the numbers shown, there are thousands of fighters on both sides, with heavy vehicles being utilized.

to:

** The final quest of the Pirate Clan ends with has a massive version of this, [[spoiler:as a military base docks with Rogeria]]. Judging by the numbers shown, there are thousands of fighters on both sides, with heavy vehicles being utilized.



* DataPad: In Space Rangers 2, the human governor carries one. It's a transparent back, to give it a nice sci-fi look.

to:

* DancePartyEnding: In ''Space Rangers 2'', all of the endings have you attend a modest concert in space, prepared just for you.
* DataPad: In Space ''Space Rangers 2, 2'', the human governor carries one. It's It has a transparent back, to give it a nice sci-fi look.


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* MedalsForEveryone: Defeating any of the enemy factions will result in you being told to head to a Ranger Centre in your parade uniform. Once there, you'll be congratulated and given a medal.
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* DevelopersForesight: One Pirate Clan's story quest involves you being sent after pirate named Makarov. If he lands on the planet, he would be arrested and sentenced to 100 years in prison. If you then actually try to wait it out, he would die after 75; it ''would'' count as success due to LoopholeAbuse, but the pirates would get angry at you (not only did you waste a lot of time, but Makarov snitched on everyone whom he knew), and refuse to give any extra rewards.

to:

* DevelopersForesight: One Pirate Clan's story quest involves you being sent after pirate named Makarov. If he lands on the planet, he would be arrested and sentenced to 100 years in prison. prison, requiring plan "B" to take him out right on the planet. If you then instead try to actually try to wait it out, he would die in prison after 75; 75 years; it ''would'' count as success due to LoopholeAbuse, but the pirates would get angry at you (not only did you waste a lot of time, but Makarov snitched on everyone whom he knew), and refuse to give any extra rewards.
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* DevelopersForesight: One Pirate Clan's story quest involves you being sent after pirate named Makarov. If he lands on the planet, he would be arrested and sentenced to 100 years in prison. If you then actually try to wait it out, he would die after 75; it ''would'' count as success due to LoopholeAbuse, but the pirates would get angry at you (not only did you waste a lot of time, but Makarov snitched on everyone whom he knew), and refuse to give any extra rewards.

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* CallBack: The "Easy work" quest in the second game has a possible puzzle in which you tie a rope to a tree to climb a 100-meter cliff, which has a ledge halfway down, only to find out that you only have 75 meters of rope, though you can use a laser pistol to cut the rope appropriately. In ''Reboot's'' "Volcanic Island" quest, the fortune-teller asks you how to deal with a similar situation, albeit with the ledge replaced with another tree, the rope pre-cut, and the laser pistol replaced with a knife. However, she won't accept the original quest's solution, claiming that it's the wrong answer.



* CasualInterstellarTravel: Simply fly to the edge of a star system, and you're off. Hundreds of AI-controlled ships do this constantly every single turn of gameplay. Interstellar trips are instantaneous, no matter the distance.

to:

* CasualInterstellarTravel: Simply fly to the edge of a star system, and you're off. Hundreds of AI-controlled ships do this constantly every single turn of gameplay. Interstellar trips are instantaneous, only last for a week at most, no matter the distance.



* MultipleEndings: ''Reboot'' added several, depending on your choices during the pirate story-line and whether or not you chose to ignore your Ranger duties.

to:

* MultipleEndings: ''Reboot'' ''HD'' added several, depending on your choices during the pirate story-line and whether or not you chose to did or did ignore your Ranger duties.
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* HorribleJudgeOfCharacter: The Pirate Clan never questions your status as a Ranger when you join it (even though you're the only Ranger in it), nor does anybody try to verify whether you did your quests honestly, even when it should be obvious, such as when you defend a system from Dominators that were supposed to destroy a business centre. This allows you to climb up the ranks with a clean conscience, [[spoiler:and allows you to eventually get close enough to the baron and the corrupt admiral Durdym, possibly getting the former arrested and the latter killed.]]
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* BoardToDeath: [[spoiler:Your final promotion in the Pirate Clan comes with a ceremony that involves you being invited to Rogeria, with every high-ranking member attending it. This turns out to be a way for Chuskach, the baron of the Clan, to get every troublesome member into one place, so that the Coalition can lay siege to Rogeria and kill/arrest them all.]]


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* UnfriendlyFire: [[spoiler:The final quest of the Pirate Clan involves you killing the admiral (pro-Coalition), baron (pro-Clan, pro-collaboration), [[TakeAThirdOption or both]] (pro-Clan, anti-collaboration) during the siege of Rogeria, while you're an undercover agent in the former ending or a loyal Clan member in the latter two. Either way, the pirates won't realize that you're the one who killed the baron or got him arrested, since the only witnesses were Coalition soldiers, so you end up being the new baron afterwards.]]

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** The final quest of the Pirate Clan ends with a massive version of this, [[spoiler:as a military base docks with Rogeria]]. Judging by the numbers shown, there are thousands of fighters on both sides, with heavy vehicles being utilized.



** The "Ministry" has one after you try to open the baseement door with your bare hands, only to have the handle fly back into your head. However, your reply is "Game Over" instead of "The life of a great ranger has ended", so it's obviously a joke.

to:

** The "Ministry" quest has one after you try to open the baseement door with your bare hands, only to have the handle fly back into your head. However, your reply is "Game Over" instead of "The life of a great ranger has ended", so it's obviously a joke.



* HoistByHisOwnPetard: [[spoiler:Baron Chuskach tries to kill you and other troublesome Clan members in the final quest of the Clan questline, by locking down the system and having Durdym lay siege to Rogeria. Instead, your attempts to survive result in him being either arrested in the pro-Coalition ending, or killed in the pro-Clan endings.]]



* IncomprehensibleEntranceExam: The "Megatest" quest tasks you to test an exam for rangers, as trainees keep failing it. Judging by the questions, it's no wonder they keep failing it, as the questions in there ask about extremely minor things (Maloq songs), irrelevant trivia (klissan classifications, even though the war ended 300 years ago), or [[ViolationOfCommonSense demand answers that go against common sense]] (if you're overwhelmed by dominators, the correct answer on the test is to go for a suicidal charge, instead of retreating or calling for reinforcements). All of this is [[JustifiedTrope justified]] by the fact that it was designed by a [[DumbMuscle maloq]].

to:

* IncomprehensibleEntranceExam: The "Megatest" quest tasks you to test an exam for rangers, as trainees keep failing it. Judging by the questions, it's no wonder they keep failing it, as the questions in there ask about extremely minor things (Maloq songs), songs) and irrelevant trivia (klissan classifications, even though the war ended 300 years ago), or [[ViolationOfCommonSense demand answers that go against common sense]] (if you're overwhelmed by dominators, the correct answer on the test is to go for a suicidal charge, instead of retreating or calling for reinforcements). All of this is [[JustifiedTrope justified]] by the fact that it was designed by a [[DumbMuscle maloq]].


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* NiceJobFixingItVillain: During the last parts of the Clan quest line, [[spoiler:you find out that Durdym, one of the Coalition's admirals, is working with the Clan, but is untouchable due to his position. However, the final quest involves the baron helping Durdym attack Rogeria in order to eliminate all the troublesome pirates. This gives you an opening to sneak onto the admiral's base, allowing you to kill him in order to destroy the Clan and arrest the baron.]]


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* RunningBothSides: [[spoiler:The Coalition-Clan war is being secretly manipulated by top-ranking members in both the Clan and the Coalition, which is why some systems get ignored while others get attacked, and some Coalition politicians get kicked out by the Clan while others are allowed to work for it. As you find out at the end, this is done in order to merge both factions, allowing baron Chuskach and admiral Durdym to TakeOverTheWorld.]]


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* StormingTheCastle: The final quest of the Pirate Clan questline [[spoiler:ends with an assault of Rogeria via a military base docking with it. The twist is that you're fighting on the side of the bad guys (whether to get an opportunity to take out the baron, or simply deal with the siege and get your long-awaited promotion), and that the sieger (admiral Durdym) is actually a bad guy as well, doing it at the behest of the baron.]]

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* EarlyInstallmentWeirdness: The text quests of the first game were darker in tone, had more swearing, and sometimes had sexual content. The text quests made for the sequel and its expansions toned all of this down, bringing them into a more humorous and light-hearted vein.



* FissionMailed: One of the text quests in second game has this. It's easy to see it coming because it happens at the second location, and you don't have many choices in the first location.

to:

* FissionMailed: One of FissionMailed:
** The "Lost Hero" quest in
the text quests in second game has this. this after your flier crashes. It's easy to see it coming because it happens at the second location, and you don't have many choices in the first location.location.
** The "Ministry" has one after you try to open the baseement door with your bare hands, only to have the handle fly back into your head. However, your reply is "Game Over" instead of "The life of a great ranger has ended", so it's obviously a joke.



* HaveANiceDeath:
** Dying in normal gameplay will explain what happened, tell you that your family has received your life insurance, and show a picture of your funeral (which depends on race).
** All deaths in text quests are uniquely described, and your reply in all cases is the same - "The life of a great ranger has ended".



* JurisdictionFriction: Rangers are allowed to kill pirates on the spot, and doing so will give them points towards promotions in the Coalition military. However, peleng planets don't recognize this authority, and will treat it as a crime, possibly leading to you being thrown in prison for killing pirates.

to:

* JurisdictionFriction: JurisdictionFriction:
**
Rangers are allowed to kill pirates on the spot, and doing so will give them points towards promotions in the Coalition military. However, peleng planets don't recognize this authority, and will treat it as a crime, possibly leading to you being thrown in prison for killing pirates.pirates.
** If you're hostile with multiple planets in a system, the various military ships will demand that you land on ''their'' planet. As such, they'll shoot at you while you're surrendering to another planet.



* TheManyDeathsOfYou: While there are few ways to get a game over in normal gameplay (usually by getting your ship blown up), the text quests have hundreds of ways to die, even in quests that lack any obvious danger (such as passing out or getting too drunk in "Musical Festival", thus getting murdered by the local delinquents).



* SexSlave: In the first game's text quest "Spy", it's possible to run into a group of {{Depraved Homosexual}}s (no explanation is given what they're doing in the president's palace), who would decide to appropriate you as their new "toy"; picking the wrong door when escaping from them would result in them capturing you, and putting on a chain in the cage for the rest of your (mercifully short) life; it counts as your ranger dying, and triggers immediate NonStandardGameOver.

to:

* SexSlave: In the first game's text quest "Spy", it's possible to run into a group of {{Depraved Homosexual}}s (no explanation is given what they're doing in the president's palace), who would decide to appropriate you as their new "toy"; picking the wrong door when escaping from them would result in them capturing you, and putting on a chain in the a cage for the rest of your (mercifully short) life; it counts as your ranger dying, and triggers an immediate NonStandardGameOver.
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First game seems to be much darker in tone, especially when it comes to text quests.

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* SexSlave: In the first game's text quest "Spy", it's possible to run into a group of {{Depraved Homosexual}}s (no explanation is given what they're doing in the president's palace), who would decide to appropriate you as their new "toy"; picking the wrong door when escaping from them would result in them capturing you, and putting on a chain in the cage for the rest of your (mercifully short) life; it counts as your ranger dying, and triggers immediate NonStandardGameOver.

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* GovernmentConspiracy: Some corrupt members of the Coalition collaborate with the Clan, and their fingers run very deep, to the point that they're able to hinder the anti-pirate agency. [[spoiler:And as the ending of the Clan questline reveals, one of the admirals is working with the baron in order to become one of the galaxy's rulers.]]



* MoleInCharge:
** [[spoiler:Chuskach, the baron of the Pirate Clan, is secretly collaborating with some members of the Coalition in their plan to unite both factions and rule the galaxy.]]
** [[spoiler:After killing the admiral in the baron promotion quest, thus destroying the Clan, you still become the baron, though you're effectively powerless due to sending the Clan into disarray.]]



** Several text quests will have time pass when you do anything, with you failing the quest or dying. A few will also [[InvertedTrope invert]] this, as they require you to survive/[[HoldTheLine hold off the enemy]] in order to complete the quest or progress further.

to:

** Several text quests will have time pass when you do anything, with you failing the quest or dying.dying if you run out of time. A few will also [[InvertedTrope invert]] this, as they require you to survive/[[HoldTheLine hold off the enemy]] in order to complete the quest or progress further.



* WeCanRuleTogether: [[spoiler:The ending of the Pirate Clan's questline will have the baron and the admiral offer you to join them and become one of the galaxy's rulers. In reality, though, this is just a way to get your guard down so that they can kill you.]]



* WithThisHerring: At the start of the game, you get an unimpressive ship, low-tier equipment, and only 1-2 weapons. This is [[JustifiedTrope justified]] by the fact that the Rangers are meant to fund themselves, in exchange for having the freedom to do what they want.
* WizardNeedsFoodBadly: Many quests that track time will also have a hunger mechanic. Unless a TimedMission, they usually lack renewable sources of food and money, so you'll eventually starve to death if you can't complete the quest.

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* WithThisHerring: At the start of the game, you get an unimpressive ship, low-tier equipment, and only 1-2 1-3 low-tier weapons. This is [[JustifiedTrope justified]] by the fact that the Rangers are meant to fund themselves, in exchange for having the freedom to do what whatever they want.
* WizardNeedsFoodBadly: Many quests that track time will also have a hunger mechanic. Unless it's a TimedMission, they usually lack renewable sources of food and money, so you'll eventually starve to death if you can't complete the quest.
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* KingOfThieves: The baron of the Pirate Clan serves as one, with them having uncountable influence over the criminal underworld and the Coalition. Chuskach is the current baron, and you can replace him after completing the Clan's quest line.
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* CallThatAFormation: [=NPCs=] never follow any sorts of formations in combat, simply charging at the enemy, often causing the slower ships to be left behind. This makes it particularly easy to deal with dominators by kiting them, as you'll usually only have to deal with 1-3 dominators at a time.


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* CreatorProvincialism: Since the game was developed in Russia, there are a few cases where the game references things that specifically relate to the Russian culture and geopolitics. This is particularly noticeable with prisons, as they're based on the Soviet/Russian prison culture.


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* GameplayAndStorySegregation: Every time you're arrested, you're thrown into the same HellholePrison, regardless of the planet's race. This even includes Gaalians, who are far too humane for such prisons to exist.


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* HellholePrison: [[ExaggeratedTrope Exaggerated]] by the fact that ''every'' prison in the galaxy, regardless of race, is one - the warden is evil, the security guards take any excuse to beat and rob prisoners, and your fellow inmates will often mug or steal from you.


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* POWCamp: An unusual variation in that a regular prison is used as one - because waging war against the Coalition/Pirate Clan is treated exactly the same as commiting ordinary crimes against them, being captured as an enemy soldier will get you thrown into a civilian prison.
* PreferJailToTheProtagonist: Because pirates don't take their relationships with planets into account while choosing a place on, it's possible to damage them so badly that they'd rather go to prison than risk death or a chase.


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* PrisonerPerformance: Prison will have a concert each day, with each performance being oriented towards a specific race, with the human part being the closest to this trope. You can take part in it in order to improve your reputation among inmates, and possibly among the administration and guards.
* PrisonersWork: You can work in prison in order to improve your relationship with the administration (possibly securing an early release), though your fellow inamtes will look down upon you.
* PrisonLevel: Each time you get arrested, you're thrown into a text quest about your time in prison. Serving your time is the standard way of ending it, but you can also try to escape or get an early release.


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* WardensAreEvil: The wardens of the galaxy's prisons are all evil bastards who don't care about the guards abusing prisoners, and will actually order a beating if you complain about the prison or refuse to become a snitch.
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* UnstoppableMailman: Apparently [[InvertedTrope inverted]] with the Mail of Karagon (the human native sector), as you get the achievement of the same name [[AchievementMockery by failing delivery quests]]

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* MaliciousSlander: During "Elections" text quest, you may try to use slander to hurt your opponent's position and reinforce your own. It can be tried more than once, but has a chance to backfire on repeat uses.



* NoFairCheating:
** Couple cheats (both pirates-themed) have [[DoubleEdgedBuff negative side effects]], subtly punishing the player for cheating (these specific ones boost firepower), by severely dropping everyone's opinion on the player (by 50-60%); one of them (called "Sell the soul" in-game) also turns you into pirate, even if you had other personality before.
** In the first game, and early versions of second one, there was limit on how many cheats you can use; all of them have a cost in certain "cheat points", which you slowly accumulate at the rate of 1 point per day spent without cheating; using the cheat resets the counter. The price ranges from 10 from couple of dozens for weaker ones, to few hundreds for "major" ones (like equipment size reduction). The second game eventually scrapped that system. Additionally, HD version removed cheat codes for planetary battles, as the game has no means to track you cheating there, and thus disqualify unfair playthroughs from going to the leaderboard.



** The weight of Turbo Gravirs and [=IMHOs=] dropped by Dominator ships was increased in ''Reboot'' (each weighs at least 100) after veteran players found it too easy to rock 4-5 of them as early as 4 years into a game, even at 200% difficulty.
*** For some reason, the Turbogravirs you get from wormholes weren't covered by this patch, and weigh much less than the ones you can get in real-space.

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** The weight of Turbo Gravirs and [=IMHOs=] dropped by Dominator ships was increased in ''Reboot'' (each weighs at least 100) after veteran players found it too easy to rock 4-5 of them as early as 4 years into a game, even at 200% difficulty.
***
difficulty. For some reason, the Turbogravirs you get from wormholes weren't covered by this patch, and weigh much less than the ones you can get in real-space.

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