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More information added from personal gameplay experiences.

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* MysteriousPast: The Player Character if any of the in-game briefings and on-screen messages from early missions are of any indication:
** The Klingon Player is of a well-respected/noble House and has been selected by the High Council to kickstart their colonial program.
-->'''Onscreen Message''': Welcome to Taal. It is an honor to serve with your House.
** The Federation Player is a character whom did rather well in the infamous [[UnwinnableTrainingSimulation Kobayashi Maru]] test, saving the freighter and bagging two Klingon cruisers before their ship was destroyed.
** The Romulan Player is a character whose brother was killed in the original weapon's test and as such has been selected to lead the Romulan Colony Program. Said player also has a rivalry with Admiral Narok ever since the [[spoiler: battle of the Briar Patch/Klach D'Kel Brakt]] which went disastrous for the Romulans.
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* ArtificialStupidity: In many missions where you encounter colonies of the other playable factions, whenever a structure present from the start gets destroyed, the AI does not rebuild them, nor do they place defenses in specific chokepoints which leaves their bases exposed to enemy fire. In some missions they may not place any additional buildings next to the ones they start with and in other missions do not move any of their specialized vehicles such as Scouts and Advanced tanks about to attack, leaving those units sitting duck at their rally points. Whenever they do have vehicles that move out, they don't pursue any of their own actual mission objectives in the joint missions, instead only [[AttackAttackAttack moving to strike at any other faction present on the field as well as the player's faction]]. AI Ground Scouts and Science Vehicles, whenever they do move out on the battlefield, are somehow programmed to act similar to a regular tank. [[HilarityEnsues Hilarity Ensues]] when they relentlessly pursue one of the other hostile units on the move or move back and forth in front of a defense turret in vain attempts to retaliate when attacked or move around any structure like a mining facility to attack it, their attempts only ending when the unit itself is destroyed.

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* ArtificialStupidity: In many missions where you encounter colonies of the other playable factions, whenever a structure present from the start gets destroyed, the AI does not rebuild them, nor do they place defenses in specific chokepoints which leaves their bases exposed to enemy fire. In some missions they may not place any additional buildings next to the ones they start with and in other missions they do not move any of their specialized vehicles such as Scouts and Advanced tanks about to attack, about, leaving those units sitting duck at their rally points. points which makes them easy targets for any other hostile factions. Whenever they do the AI colonies have vehicles that do move out, they don't actively pursue any of their own actual mission objectives in the joint missions, instead only [[AttackAttackAttack moving to strike at any other faction present on the field as well as the player's faction]]. AI Ground Scouts and Science Vehicles, whenever they do move out on the battlefield, are somehow programmed to act similar to a regular tank. [[HilarityEnsues Hilarity Ensues]] when they relentlessly pursue one of the other hostile units on the move or move back and forth in front of a defense turret in vain attempts to retaliate when attacked or move around any structure like a mining facility to attack it, their attempts only ending when the unit itself is destroyed.
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* ArtificialStupidity: In many missions where you encounter colonies of the other races, whenever a structure present from the start gets destroyed, the AI does not rebuild them, nor do they place defenses in specific chokepoints which leaves their bases exposed to enemy fire, or they may not place any additional buildings at all, or do not move any of their specialized vehicles about to attack, leaving them practically sitting duck. Whenever they do have vehicles that move out, they don't pursue any of their own actual mission objectives in the joint missions, instead only [[AttackAttackAttack moving to strike at any other faction present on the field as well as the player's faction]]. AI Ground Scouts and Science Vehicles, whenever they do move out on the battlefield, are somehow programmed to act similar to a regular tank. [[HilarityEnsues Hilarity Ensues]] when they relentlessly pursue one of the other hostile units on the move or move back and forth in front of a defense turret in vain attempts to retaliate when attacked or move around any structure like a mining facility to attack it, their attempts only ending when the unit itself is destroyed.

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* ArtificialStupidity: In many missions where you encounter colonies of the other races, playable factions, whenever a structure present from the start gets destroyed, the AI does not rebuild them, nor do they place defenses in specific chokepoints which leaves their bases exposed to enemy fire, or fire. In some missions they may not place any additional buildings at all, or next to the ones they start with and in other missions do not move any of their specialized vehicles such as Scouts and Advanced tanks about to attack, leaving them practically those units sitting duck.duck at their rally points. Whenever they do have vehicles that move out, they don't pursue any of their own actual mission objectives in the joint missions, instead only [[AttackAttackAttack moving to strike at any other faction present on the field as well as the player's faction]]. AI Ground Scouts and Science Vehicles, whenever they do move out on the battlefield, are somehow programmed to act similar to a regular tank. [[HilarityEnsues Hilarity Ensues]] when they relentlessly pursue one of the other hostile units on the move or move back and forth in front of a defense turret in vain attempts to retaliate when attacked or move around any structure like a mining facility to attack it, their attempts only ending when the unit itself is destroyed.
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* ArtificialStupidity: In many missions where you encounter colonies of the other races, whenever a structure present from the start gets destroyed, the AI does not rebuild them, nor do they place defenses in specific chokepoints which leaves their bases exposed to enemy fire, or they may not place any additional buildings at all, or do not move any of their specialized vehicles about to attack, leaving them practically sitting duck. Whenever they do have vehicles that move out, they don't pursue any of their own actual mission objectives in the joint missions, instead only [[AttackAttackAttack moving to strike at any other faction present on the field as well as the player's faction]]. AI Ground Scouts and Science Vehicles, whenever they do move out on the battlefield, are somehow programmed to act similar to a regular tank. [[HilarityEnsues]] when they relentlessly pursue one of the other hostile units on the move or move back and forth in front of a defense turret in vain attempts to retaliate when attacked or move around any structure like a mining facility to attack it, their attempts only ending when the unit itself is destroyed.

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* ArtificialStupidity: In many missions where you encounter colonies of the other races, whenever a structure present from the start gets destroyed, the AI does not rebuild them, nor do they place defenses in specific chokepoints which leaves their bases exposed to enemy fire, or they may not place any additional buildings at all, or do not move any of their specialized vehicles about to attack, leaving them practically sitting duck. Whenever they do have vehicles that move out, they don't pursue any of their own actual mission objectives in the joint missions, instead only [[AttackAttackAttack moving to strike at any other faction present on the field as well as the player's faction]]. AI Ground Scouts and Science Vehicles, whenever they do move out on the battlefield, are somehow programmed to act similar to a regular tank. [[HilarityEnsues]] [[HilarityEnsues Hilarity Ensues]] when they relentlessly pursue one of the other hostile units on the move or move back and forth in front of a defense turret in vain attempts to retaliate when attacked or move around any structure like a mining facility to attack it, their attempts only ending when the unit itself is destroyed.



* FriendlyFireProof: All weapons fired by your troops or defenses will not harm anyone of your units who are in the line of fire or anyone allied to you (except when on Neutral).

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* FriendlyFireProof: All weapons fired by your troops or defenses will not harm anyone of your units who are in the line of fire fire. They will also not attack any other faction if the Ally status is set to 'Friendly' or anyone allied to you (except 'Neutral', although structures and units of allied/neutral factions can still take damage when on Neutral).in the line of fire.
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* ArtificialStupidity: In many missions where you encounter colonies of the other races, whenever a structure present from the start gets destroyed, the AI does not rebuild them, nor do they place defenses in specific chokepoints which leaves their bases exposed to enemy fire, or they may not place any additional buildings at all, or do not move any of their specialized vehicles about to attack, leaving them practically sitting duck. Whenever they do have vehicles that move out, they don't pursue any of their own actual mission objectives in the joint missions, instead only [[AttackAttackAttack moving to strike at any other faction present on the field as well as the player's faction]].

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* ArtificialStupidity: In many missions where you encounter colonies of the other races, whenever a structure present from the start gets destroyed, the AI does not rebuild them, nor do they place defenses in specific chokepoints which leaves their bases exposed to enemy fire, or they may not place any additional buildings at all, or do not move any of their specialized vehicles about to attack, leaving them practically sitting duck. Whenever they do have vehicles that move out, they don't pursue any of their own actual mission objectives in the joint missions, instead only [[AttackAttackAttack moving to strike at any other faction present on the field as well as the player's faction]]. AI Ground Scouts and Science Vehicles, whenever they do move out on the battlefield, are somehow programmed to act similar to a regular tank. [[HilarityEnsues]] when they relentlessly pursue one of the other hostile units on the move or move back and forth in front of a defense turret in vain attempts to retaliate when attacked or move around any structure like a mining facility to attack it, their attempts only ending when the unit itself is destroyed.
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* DeployableCover: The Federation is capable of manufacturing Mobile Shield Generators, which can be used to protect Federation attack forces en route, remote Mining Stations, or even the colony itself if necessary, until the colony has been developed enough to where static shield generators become available to build. Although mobile shields can only be built if the colony has been developed enough (like having at least a Level 3 Vehicle Yard, a Science Station with an Energy Lab upgrade and a Photon Turret present), the later missions gives you at least three of these right from the start.

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* DeployableCover: The Federation is capable of manufacturing Mobile Shield Generators, which can be used to protect Federation attack forces en route, remote Mining Stations, or even the colony itself if necessary, until the colony has been developed enough to where static shield generators become available to build. Although mobile shields can only be built if the colony has been developed enough (like having at least a Level 3 Vehicle Yard, a Science Station with an Energy Lab upgrade and a Photon Turret present), the later missions gives give you at least three of these right from the start.



* EasyLevelTrick: It is possible in any mission to destroy hostile outposts of any faction to prevent them from sending more units after your base. While most Klingon missions follow this concept as a [[GottaKillThemAll mission objective]] to a degree, it can also be done when playing as the Federation and the Romulans if you wish to have any freedom in exploring the area, protect remote mining stations or allied bases or to ensure you won't be bothered by any more enemy units.

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* EasyLevelTrick: It is possible in any mission to destroy hostile outposts of any faction to prevent them from sending more units after your base. While most Klingon missions follow this concept as a [[GottaKillThemAll mission objective]] to a degree, it can also be done when playing as the Federation and the Romulans if you wish to have any freedom in exploring the area, protect remote mining stations or allied bases or to ensure you won't be bothered by any more enemy units. Alternatively it is also possible to capture the Vehicle Yards of any opposing faction, which prevents them from producing any more units until either the APC or the captured Vehicle Yard are destroyed.



** It is possible to have units of other factions join your battle group in case you wish to engage an enemy base. This only works best if the units you wish to have to join your team are your allies (that is, they do NOT attack you) and they share your enemies regarding other factions present. The only time this can be dangerous if a specific unit is part of a mission objective, so you must be cautious they do not get destroyed in case you go on the offensive with them.

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** It is possible to have units of other factions join your battle group in case whenever you wish want to engage an enemy base. This only works best if the units you wish to have to join your team are your allies (that is, they do NOT attack you) and they share your enemies regarding other factions present. The only time this can be dangerous if a specific unit is part of a mission objective, so you must be cautious they do not get destroyed in case you go on the offensive with them.
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* AwesomeButImpractical: The Klingon Cloaked Disruptor Tank. By the time you've built up your base enough to access it from the build list, you'll also have the [[spoiler: Klingon Disruptor Battery]] at your disposal. On top of that, you'll never see a Klingon base with Cloaked Tanks at their rally points from the start of a mission.


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* CommandAndConquerEconomy: All structures and units you wish to build or upgrade require a certain amount of resources to be used to build them.


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* InvisibilityCloak: The Romulans can build Cloaked Tanks and Cloaked APCs. Later missions even gives the Romulans a certain amount of Cloaked Tanks and APCs to use. Additionally, one hidden bonus mission features a Romulan Warbird which can cloak and the Klingons can optionally build Cloaked Tanks of their own.

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* DeployableCover: The Federation is capable of manufacturing Mobile Shield Generators, which can be used to protect Federation attack forces en route, remote Mining Stations, or even the colony itself if necessary, until the colony has been developed enough to where static shield generators become available to build. Although mobile shields can only be built if the colony has been developed enough (like having at least a Level 3 Vehicle Yard, a Science Station with an Energy Lab upgrade and a Photon Turret present), the later missions gives you at least three of these right from the start.



** Medium = The United Federation of Planets, which have a more scientific set of objectives (scanning structures and research) and can rely on Mobile Shield Generators to protect both assault teams as well as remote mining facilities.

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** Medium Average = The United Federation of Planets, which have a more scientific set of objectives (scanning structures and research) and can rely on Mobile Shield Generators to protect both assault teams as well as remote mining facilities.facilities, while also having more powerful Advanced Photon Artilleries.
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* GameBreakingBug: A few missions can become unbeatable [[spoiler: certain objectives or AI factions are wiped out]]. While the mission objective itself can technically be completed at any point in time as there is no indication of how fast it must be done, nor is there an in-mission prompt of that you are too late with completing said objective or if a specific structure is destroyed, forcing you to quit back to the main menu in order to 'end' the mission. Even though it does allow for free-roaming and destroy every other hostile faction present on the field and mine all the resources available, it is cumbersome as there is simply no other way to complete the main mission. Fortunately, the mission briefings hint at what needs to be done, even if it is in a hurry, so this problem can be avoided if the player pays attention to it and only does what is necessary to complete the mission asap. A minor but equally annoying bug is whenever something invisible somehow blocks the path of a unit having to pass through a passageway to reach a remote area, especially if said area contains a location vital to a mission objective.

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* GameBreakingBug: A few missions can become unbeatable if [[spoiler: certain objectives or AI factions are wiped out]]. While the mission objective itself can technically be completed at any point in time as time, there is no indication of how fast it must be done, nor is there an in-mission prompt of that you are too late with completing said objective or if a specific structure is destroyed, forcing you to quit back to the main menu in order to 'end' the mission. Even though it does allow for free-roaming and destroy every other hostile faction present on the field and mine all the resources available, it is cumbersome as there is simply no other way to complete the main mission. Fortunately, the mission briefings hint at what needs to be done, even if it is in a hurry, so this problem can be avoided if the player pays attention to it and only does what is necessary to complete the mission asap. A minor but equally annoying bug is whenever something invisible somehow blocks the path of a unit having to pass through a passageway to reach a remote area, especially if said area contains a location vital to a mission objective.



* OptionalStealth: When playing as the Klingons or Romulans, you can choose to build Cloaked Disruptor Tanks to strike enemy bases from a poorly defended position. Pluspoints for the Romulan Cloaked Assault Vehicles for having a high rate of fire AND being able to capture buildings without being detected.

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* OptionalStealth: When playing as the Klingons or Romulans, you can choose to build Cloaked Disruptor Tanks to strike enemy bases from a poorly defended position.position or bypass fortified outposts to reach a remote area, using the 'Move Without Attacking' option from the playbook. Pluspoints for the Romulan Cloaked Assault Vehicles for having a high rate of fire AND being able to capture buildings without being detected.
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* GameBreakingBug: One or two missions can become unbeatable [[spoiler: certain objectives or AI factions are wiped out]]. While the mission objective itself can technically be completed at any point in time as there is no indication of how fast it must be done, nor is there an in-mission prompt of that you are too late with completing said objective or if a specific structure is destroyed, forcing you to quit back to the main menu in order to 'end' the mission. Even though it does allow for free-roaming and destroy every other hostile faction present on the field and mine all the resources available, it is cumbersome as there is simply no other way to complete the main mission. Fortunately, the mission briefings hint at what needs to be done, even if it is in a hurry, so this problem can be avoided if the player pays attention to it. A minor but equally annoying bug is whenever something blocks the path of a unit having to pass through a passageway to reach a remote area, especially if said area contains a location vital to a mission objective.

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* GameBreakingBug: One or two A few missions can become unbeatable [[spoiler: certain objectives or AI factions are wiped out]]. While the mission objective itself can technically be completed at any point in time as there is no indication of how fast it must be done, nor is there an in-mission prompt of that you are too late with completing said objective or if a specific structure is destroyed, forcing you to quit back to the main menu in order to 'end' the mission. Even though it does allow for free-roaming and destroy every other hostile faction present on the field and mine all the resources available, it is cumbersome as there is simply no other way to complete the main mission. Fortunately, the mission briefings hint at what needs to be done, even if it is in a hurry, so this problem can be avoided if the player pays attention to it. it and only does what is necessary to complete the mission asap. A minor but equally annoying bug is whenever something invisible somehow blocks the path of a unit having to pass through a passageway to reach a remote area, especially if said area contains a location vital to a mission objective.
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* MagnificentBastard: Admiral Narok is this, overlapping with [[TheChessmaster The Chessmaster]] to a degree. First he usurps the role as your CO claiming that the previous one is 'indisposed', later on claiming that his agents have 'located' him and 'free him' very soon for example, making sure that he has your compliance in regards to the missions he has set out for you.

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* BeamSpam: All races can invoke this with enough Phaser/Disruptor Tanks, but the Romulan Cloaked APC takes it [[UpToEleven to where buildings can collapse within seconds after repeated fire]] in sufficient numbers. The [[spoiler: Metar Advanced Yat]] can invoke this with just two of them and the starships can also invoke this when assisting their ground forces in the levels they appear in.



* ColorCodedArmies: This represents the factions present within the missions on your Tricorder Minimap: Orange for the Klingons, Blue for the Federation and Green for the Romulans, as well as [[spoiler: Yellow for the Orion, Taubat and Metar and Purple for the Hubrin and Rival units]]. Each structure or vehicle(s) on the tricorder minimap will flash white when selected and flash red when under attack. The tricorder minimap background also has a specific color for the faction you're currently playing as.

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* ColorCodedArmies: This represents the factions present within the missions on your Tricorder Minimap: Orange for the Klingons, Blue for the Federation and Green for the Romulans, as well as [[spoiler: Yellow for the Orion, Taubat and Metar and Purple for the Hubrin and Rival units]]. Each structure or vehicle(s) on the tricorder minimap will flash white when selected and flash red when under attack. The tricorder minimap background also has a specific color for the faction you're currently playing as. This is also seen on the regular map itself: Klingons have brown buildings with green vehicles, the Federation's units and buildings have the same gray coloring on the hulls like their starships, the Romulans have blue-tinted vehicles with overall beige colored structures, the Hubrin possess only a single purple colored fortress with one type of tank in beige/gold and red, the Taubat vehicles are beige with buildings that are dark gray with green and red-patterend areas and the Metar units are white and red colored, with their structures being a dark gray with blue and magenta-tinted areas.

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More details from personal gameplay experiences.


* DifficultyLevels: The game offers three factions to play, with the difficulty being related to mission objectives and the technology available to you:
** Novice = The Klingon Empire, relying mostly on (heavy) guns and brute force using their Disruptor Tanks and Batteries, with most objectives revolving around destroying enemy targets.
** Medium = The United Federation of Planets, which have a more scientific set of objectives (scanning structures and research) and can rely on Mobile Shield Generators to protect both assault teams as well as remote mining facilities.
** Expert = The Romulan Star Empire, their missions revolve more on deception which involves mostly capturing specific structures and can avoid most heavy combat by using their Cloaked Tanks and APCs to pass by fortified bases. The Romulans also have two officers which give you a briefing on the mission at hand, with the second temporarily usupring the first officer in order to pursue his own objectives.



* EasyLevelTrick: It is possible in any mission to destroy hostile outposts of any faction to prevent them from sending more units after your base. While most Klingon missions follow this concept as a mission objective, it can also be done when playing as the Federation and the Romulans if you wish to have any freedom in exploring the area, protect remote mining stations or allied bases or to ensure you won't be bothered by any more enemy units.

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* EasyLevelTrick: It is possible in any mission to destroy hostile outposts of any faction to prevent them from sending more units after your base. While most Klingon missions follow this concept as a [[GottaKillThemAll mission objective, objective]] to a degree, it can also be done when playing as the Federation and the Romulans if you wish to have any freedom in exploring the area, protect remote mining stations or allied bases or to ensure you won't be bothered by any more enemy units.
Is there an issue? Send a MessageReason:
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* GameBreakingBug: One or two missions can turn into an endless one if [[spoiler: certain objectives or AI factions are wiped out]]. While the mission objective itself can technically be completed at any point in time as there is no indication of how fast it must be done, nor is there an in-mission prompt of that you are too late with completing said objective or if a specific structure is destroyed, forcing you to quit back to the main menu in order to 'end' the mission. Even though it does allow for free-roaming and destroy every other hostile faction present on the field and mine all the resources available, it is cumbersome as there is simply no other way to complete the main mission. Fortunately, the mission briefings hint at what needs to be done, even if it is in a hurry, so this problem can be avoided if the player pays attention to it. A minor but equally annoying bug is whenever something blocks the path of a unit having to pass through a passageway to reach a remote area, especially if said area contains a location vital to a mission objective.

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* GameBreakingBug: One or two missions can turn into an endless one if become unbeatable [[spoiler: certain objectives or AI factions are wiped out]]. While the mission objective itself can technically be completed at any point in time as there is no indication of how fast it must be done, nor is there an in-mission prompt of that you are too late with completing said objective or if a specific structure is destroyed, forcing you to quit back to the main menu in order to 'end' the mission. Even though it does allow for free-roaming and destroy every other hostile faction present on the field and mine all the resources available, it is cumbersome as there is simply no other way to complete the main mission. Fortunately, the mission briefings hint at what needs to be done, even if it is in a hurry, so this problem can be avoided if the player pays attention to it. A minor but equally annoying bug is whenever something blocks the path of a unit having to pass through a passageway to reach a remote area, especially if said area contains a location vital to a mission objective.

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Is there an issue? Send a MessageReason:
Additions from personal experience with playing the game.


* GameBreakingBug: One mission can turn into an endless one if [[spoiler: certain objectives or AI factions are wiped out]]. While the mission objective can technically be completed at any point in time as there is no indication of how fast it must be done, nor is there an in-mission prompt of that you are too late with completing said objective or if a specific structure is destroyed, forcing you to quit back to the main menu in order to 'end' the mission. Even though it does allow for free-roaming and destroy every other hostile faction present on the field and mine all the resources available, it is cumbersome as there is simply no other way to complete the main mission. Fortunately, the mission briefing hints at what needs to be done, even if it is in a hurry, so this problem can be avoided if paying attention to it. A minor but equally annoying bug is whenever something blocks the path of a unit having to pass through a passageway to reach a remote area, especially if said area contains a location vital to a mission objective.

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* GameBreakingBug: One mission or two missions can turn into an endless one if [[spoiler: certain objectives or AI factions are wiped out]]. While the mission objective itself can technically be completed at any point in time as there is no indication of how fast it must be done, nor is there an in-mission prompt of that you are too late with completing said objective or if a specific structure is destroyed, forcing you to quit back to the main menu in order to 'end' the mission. Even though it does allow for free-roaming and destroy every other hostile faction present on the field and mine all the resources available, it is cumbersome as there is simply no other way to complete the main mission. Fortunately, the mission briefing hints briefings hint at what needs to be done, even if it is in a hurry, so this problem can be avoided if paying the player pays attention to it. A minor but equally annoying bug is whenever something blocks the path of a unit having to pass through a passageway to reach a remote area, especially if said area contains a location vital to a mission objective.


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* IgnoredEnemy: Two to three Romulan missions technically count as this, as the focus lies more of the commanding officer's feud with [[spoiler: The Klingons]] rather than the more lethal Metar, even though the player can choose in any of these missions to attack the Metar regardless.


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* Superweapon: Both the Bad Guy Device created by Admiral Narok as well as the Anomaly Device.
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* NeverTrustATrailer: The trailer of the game mixes gameplay with scenes from the introduction movie, as if implying there is actual crew keeping in contact with ground forces and whatnot, but a more egrogious example is a brief scene of a Klingon Bird-of-Prey shelling a small Federation outpost with its weapons, destroying the Sickbay in the process, something that isn't seen in the game proper. The layout of [[WhatCouldHaveBeen the mission]] used in that scene is present in the game in the form of a hidden bonus mission, where you actually play as [[spoiler: the Klingons]] with the colony coming under siege from a [[spoiler: Romulan Warbird]].

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* YouRequireMoreVespeneGas: Every building in the colony requires a certain amount of processed minerals to be built (except for the Storage Facility). Gaining more of these minerals requires a Resource Processing station and a Mining Station to extract and process these minerals from wherever possible.

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* YouRequireMoreVespeneGas: YouRequireMoreVespeneGas:
**
Every building in the colony requires a certain amount of processed minerals to be built (except for the Storage Facility). Gaining more of these minerals requires a Resource Processing station and a Mining Station to extract and process these minerals from wherever possible.possible.
** The colonies of all playable factions also requires enough power for all systems to run smoothly. If efficiency of all buildings drop to 40%, messages will continue to pop up informing the player that the colony power is insufficient, thus requiring more power generators. A basic colony can run off one or more basic power generators, but the more buildings that come, including shield generators and defense turrets, the more power is demanded, at which only the Advanced Power Generators can help in meeting such demands. Some missions that grant you a more developed colony from the start is likely to have one or more of these power generators right off the bat, allowing you to focus on building those structures necessary to get to the mission objective quickly.
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Made some fixes.


* ProtectionMission: A very few missions have these, where you must ensure a specific building or or survives, with its destruction resulting in an immediate mission failure. A few Federation missions center around the protection of a Taubat colony; the destruction of enough structures will result in a mission failure.

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* ProtectionMission: A very few missions have these, where you must ensure a specific building or or vehicle survives, with its destruction resulting in an immediate mission failure. A few of the early Federation missions center around the protection of a Taubat colony; the destruction of enough structures will result in a mission failure.



* RemixedLevel: The hidden Romulan Bonus Mission uses the same layout as the very first Federation mission, with the Romulan Base located on the spot where the [[spoiler: Klingon Colony]] is located in the latter, and the area where the Federation base was in that mission is now an outpost occupied by Taubat and [[spoiler: Orion]] forces. Similarily, one Federation mission uses the same layout as the Tutorial missions, with some changes made in available colony space as well as the enemies present (and available minerals). Heck, the Tutorial missions even do this, with the standalone tutorial mission having a different starting position and more factions/buildings present compared to the main tutorial missions. The final four gameplay missions also do this, but this is justified in regards to their mission objectives as observed in the mission briefing, with the second [[spoiler: Containment Field]] mission giving you just an altered starting line-up of structures and units, while the true final mission also gives all factions a different starting position with just a basic colony to use.

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* RemixedLevel: The hidden Romulan Bonus Mission uses the same layout as the very first Federation mission, with the Romulan Base located on the spot where the [[spoiler: Klingon Colony]] is located in the latter, and the area where the Federation base was in that mission is now an outpost occupied by Taubat and [[spoiler: Orion]] forces. Similarily, one Federation mission uses the same layout as the Tutorial missions, with some changes made in available colony space as well as the enemies present (and enemies/factions and available minerals). Heck, the minerals present. The Tutorial missions even also do this, with as the standalone tutorial mission having has a different starting position and more factions/buildings present compared to the main tutorial missions. campaign. The final four gameplay missions also do this, this as well, but this is justified in regards to their mission objectives as observed in the mission briefing, with the second [[spoiler: Containment Field]] mission giving you just an altered starting line-up of structures and units, while the true final mission also gives all factions a different starting position with just a basic colony to use.

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More information from playing the game.


** It is possible to have units of other factions join your battle group in case you wish to engage an enemy base. This only works if units you wish to have to join your team are your allies (that is, they do NOT attack you) and they share your enemies. The only time this can be dangerous if said unit is part of a mission objective, so you must be cautious they do not get destroyed in case you go on the offensive with them.

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** It is possible to have units of other factions join your battle group in case you wish to engage an enemy base. This only works best if the units you wish to have to join your team are your allies (that is, they do NOT attack you) and they share your enemies. enemies regarding other factions present. The only time this can be dangerous if said a specific unit is part of a mission objective, so you must be cautious they do not get destroyed in case you go on the offensive with them.



* HiveCasteSystem: The Metar.



* ResourceGatheringMission: Both the second Federation and Romulan missions are these, but the big one is 'The Jaws of Death', where the Federation, Klingons and Romulans each must mine and process specific amount of Dilithium and Kelbonite in order to build the new [[spoiler: Anomaly Device]].

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* ResourceGatheringMission: Both the second Federation and Romulan missions are these, but the big one is 'The Jaws of Death', where the Federation, Klingons and Romulans each must mine and process specific amount of Dilithium and Kelbonite in order to build the new [[spoiler: Anomaly Device]]. A few tutorial missions also cater to mining resources to complete cetain objectives.



* SittingDuck: Happens with all units when at their rally point, including assisting starships unless scripted to move in. [[ArtificialStupidity Advanced units from the other playable factions also do this when not controlled by the player.]]



* SuspiciousVideogameGenerosity: While the first initial missions grant you just the Colony Hub and a Storage Facility, later missions give you control over larger amounts of resources and a pre-built set of structures from Power and Shield Generators to Defense Turrets as well as a number of standard assault and advanced vehicles like [[spoiler: Mobile Shields, Advanced Artillery, Cloaked Tanks and Disruptor Batteries]].

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* SuspiciousVideogameGenerosity: While the first initial missions grant you just the Colony Hub and a Storage Facility, later missions give you control over larger amounts of resources and a pre-built set of structures from Power and Shield Generators to Defense Turrets as well as a number of standard assault and advanced vehicles like [[spoiler: Mobile Shields, Advanced Artillery, Cloaked Tanks and Disruptor Batteries]]. One mission even gives you a LOT of resources from which you can quickly set up your base at first in order to proceed with your mission objective while other missions grant you an increased number of [[WorkerUnit Construction, Work and Cargo Bees]] right from the start to quickly work on construction and upgrades, even though you can quickly add more yourself if needed once a Vehicle Yard is present.



* ZergRush: This can be done by pretty much every faction in the game, but you can take it UpToEleven with [[spoiler:Romulan Cloaked Assault Vehicles, due to their ability to cloak and having a high rate of fire on their disruptors]]. It can also lead to a CurbStompBattle when using [[spoiler: [[MightyGlacier Klingon Disruptor Batteries]].]]

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* ZergRush: This can be done by pretty much every faction in the game, game if you build enough tanks, but you can take it UpToEleven with [[spoiler:Romulan Cloaked Assault Vehicles, due to their ability to cloak and having a high rate of fire on their disruptors]]. It can also lead to a CurbStompBattle when using [[spoiler: [[MightyGlacier Klingon Disruptor Batteries]].]]
Is there an issue? Send a MessageReason:
More elaboration from previous gameplay experiences.


* GameBreakingBug: One mission can turn into an endless one if [[spoiler: the two other factions you can play as are wiped out]]. Said objective can technically be completed at any point in time as there is no indication of how fast it must be done, nor is there an in-mission prompt of that you are too late with completing said objective, forcing you to quit back to the main menu in order to 'end' the mission. Even though it does allow for free-roaming and destroy every other hostile faction present on the field and mine all the resources available, it is cumbersome as there is simply no other way to complete the main mission. Fortunately, the mission briefing hints at the need to complete the mission quickly, so this problem can be avoided if paying attention to it. A minor but equally annoying bug is whenever something blocks the path of a unit having to pass through a passageway to reach a remote area, especially if said area contains a location vital to a mission objective.
* GottaKillThemAll: Most of the early Klingon Missions fall into this category, but one mission in particular requires you to find and kill ''every single'' Taubat and Metar unit ''and'' structure present once the main objective of retaking captured buildings is done. The hidden Klingon Bonus Mission is a similar scenario where you have to wipe out the Taubat base as well as a [[spoiler: Romulan]] settlement.

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* GameBreakingBug: One mission can turn into an endless one if [[spoiler: the two other certain objectives or AI factions you can play as are wiped out]]. Said While the mission objective can technically be completed at any point in time as there is no indication of how fast it must be done, nor is there an in-mission prompt of that you are too late with completing said objective, objective or if a specific structure is destroyed, forcing you to quit back to the main menu in order to 'end' the mission. Even though it does allow for free-roaming and destroy every other hostile faction present on the field and mine all the resources available, it is cumbersome as there is simply no other way to complete the main mission. Fortunately, the mission briefing hints at the need what needs to complete the mission quickly, be done, even if it is in a hurry, so this problem can be avoided if paying attention to it. A minor but equally annoying bug is whenever something blocks the path of a unit having to pass through a passageway to reach a remote area, especially if said area contains a location vital to a mission objective.
* GottaKillThemAll: Most of the early Klingon Missions fall into this category, but one mission in particular requires you to find and kill ''every single'' Taubat and Metar unit ''and'' structure destroy any of their structures and turrets present once the main objective of retaking captured buildings is done. The hidden Klingon Bonus Mission is a similar scenario where you have to wipe out the Taubat base as well as a [[spoiler: Romulan]] settlement.

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Additional info from personal experience with the game.


** It is possible to have units of other factions join your battle group in case you wish to engage an enemy base. This only works if units you wish to have to join your team are your allies (that is, they do NOT attack you) and they share your enemies. The only time this can be dangerous if said unit is part of a mission objective, so you must be cautious they do not get destroyed in case you go on the offensive with them.



* GameBreakingBug: One mission can turn into an endless one if [[spoiler: the two other faction you can play as are wiped out]]. Said objective can technically be completed at any point in time as there is no indication of how fast it must be done, nor is there an in-mission prompt of that you are too late with completing said objective, forcing you to quit back to the main menu in order to 'end' the mission. Even though it does allow for free-roaming and destroy every other hostile faction present on the field and mine all the resources available, it is cumbersome as there is simply no other way to complete the main mission. Fortunately, the mission briefing hints at the need to complete the mission quickly, so this problem can be avoided if paying attention to it.

to:

* GameBreakingBug: One mission can turn into an endless one if [[spoiler: the two other faction factions you can play as are wiped out]]. Said objective can technically be completed at any point in time as there is no indication of how fast it must be done, nor is there an in-mission prompt of that you are too late with completing said objective, forcing you to quit back to the main menu in order to 'end' the mission. Even though it does allow for free-roaming and destroy every other hostile faction present on the field and mine all the resources available, it is cumbersome as there is simply no other way to complete the main mission. Fortunately, the mission briefing hints at the need to complete the mission quickly, so this problem can be avoided if paying attention to it. A minor but equally annoying bug is whenever something blocks the path of a unit having to pass through a passageway to reach a remote area, especially if said area contains a location vital to a mission objective.



* ProtectionMission: A very few missions have these, where you must ensure a specific building survives, with its destruction resulting in an immediate mission failure. A few Federation missions center around the protection of a Taubat colony; the destruction of enough structures will result in a mission failure.

to:

* ProtectionMission: A very few missions have these, where you must ensure a specific building or or survives, with its destruction resulting in an immediate mission failure. A few Federation missions center around the protection of a Taubat colony; the destruction of enough structures will result in a mission failure.



* RemixedLevel: The hidden Romulan Bonus Mission uses the same layout as the very first Federation mission, with the Romulan Base located on the spot where the [[spoiler: Klingon Colony]] is located in the latter, and the area where the Federation base was in that mission is now an outpost occupied by Taubat and [[spoiler: Orion]] forces. Similarily, one Federation mission uses the same layout as the Tutorial missions, with some changes made in available colony space as well as the enemies present (and available minerals). Heck, the Tutorial missions even do this, with the standalone tutorial mission having a different starting position and more factions/buildings present compared to the main tutorial missions.

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* RemixedLevel: The hidden Romulan Bonus Mission uses the same layout as the very first Federation mission, with the Romulan Base located on the spot where the [[spoiler: Klingon Colony]] is located in the latter, and the area where the Federation base was in that mission is now an outpost occupied by Taubat and [[spoiler: Orion]] forces. Similarily, one Federation mission uses the same layout as the Tutorial missions, with some changes made in available colony space as well as the enemies present (and available minerals). Heck, the Tutorial missions even do this, with the standalone tutorial mission having a different starting position and more factions/buildings present compared to the main tutorial missions. The final four gameplay missions also do this, but this is justified in regards to their mission objectives as observed in the mission briefing, with the second [[spoiler: Containment Field]] mission giving you just an altered starting line-up of structures and units, while the true final mission also gives all factions a different starting position with just a basic colony to use.
Is there an issue? Send a MessageReason:
None


* GameBreakingBug: One mission can turn into an endless one if a specific objective isn't completed within a limited time. While said objective can technically be completed at any point in time, there is no indication of how fast it must be done, nor is there an in-mission prompt of that you are too late with completing said objective, forcing you to quit back to the main menu in order to 'end' the mission. Even though it does allow for free-roaming and destroy every other hostile faction present on the field and mine all the resources available, it is cumbersome as there is simply no other way to complete the main mission. Fortunately, the mission briefing hints at the need to complete the mission quickly, so this problem can be avoided if paying attention to it.

to:

* GameBreakingBug: One mission can turn into an endless one if a specific objective isn't completed within a limited time. While said [[spoiler: the two other faction you can play as are wiped out]]. Said objective can technically be completed at any point in time, time as there is no indication of how fast it must be done, nor is there an in-mission prompt of that you are too late with completing said objective, forcing you to quit back to the main menu in order to 'end' the mission. Even though it does allow for free-roaming and destroy every other hostile faction present on the field and mine all the resources available, it is cumbersome as there is simply no other way to complete the main mission. Fortunately, the mission briefing hints at the need to complete the mission quickly, so this problem can be avoided if paying attention to it.
Is there an issue? Send a MessageReason:
None


''Star Trek: New Worlds'' is a Real-Time-Strategy game published by Interplay Entertainment in 2000, where you take control of either the United Federation of Planets, the Klingon Empire or the Romulan Star Empire in missions to explore and control numerous unknown planets which spilled into the universe after a weapon's test went awry, while battling off competing factions, before getting embroiled in a full-scale interstellar war against ancient races...

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''Star Trek: ''Franchise/StarTrek: New Worlds'' is a Real-Time-Strategy game published by Interplay Entertainment in 2000, where you take control of either the United Federation of Planets, the Klingon Empire or the Romulan Star Empire in missions to explore and control numerous unknown planets which spilled into the universe after a weapon's test went awry, while battling off competing factions, before getting embroiled in a full-scale interstellar war against ancient races...

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* ArtificialStupidity: In many missions where you encounter colonies of the other races, whenever a structure present from the start gets destroyed, the AI does not rebuild them, nor do they place defenses in specific chokepoints which leaves their bases exposed to enemy fire, or they may not place any additional buildings at all, or do not move any of their specialized vehicles about to attack, leaving them practically sitting duck.

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* ArtificialStupidity: In many missions where you encounter colonies of the other races, whenever a structure present from the start gets destroyed, the AI does not rebuild them, nor do they place defenses in specific chokepoints which leaves their bases exposed to enemy fire, or they may not place any additional buildings at all, or do not move any of their specialized vehicles about to attack, leaving them practically sitting duck. Whenever they do have vehicles that move out, they don't pursue any of their own actual mission objectives in the joint missions, instead only [[AttackAttackAttack moving to strike at any other faction present on the field as well as the player's faction]].


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* SuspiciousVideogameGenerosity: While the first initial missions grant you just the Colony Hub and a Storage Facility, later missions give you control over larger amounts of resources and a pre-built set of structures from Power and Shield Generators to Defense Turrets as well as a number of standard assault and advanced vehicles like [[spoiler: Mobile Shields, Advanced Artillery, Cloaked Tanks and Disruptor Batteries]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GameBreakingBug: One mission can turn into an endless one if a specific objective isn't completed within a limited time. While said objective can technically be completed at any point in time, there is no indication of how fast it must be done, nor is there an in-mission prompt of that you are too late with completing said objective, forcing you to quit back to the main menu in order to 'end' the mission. Even though it does allow for free-roaming and destroy every other hostile faction present on the field and mine all the resources available, it is cumbersome as there is simply no other way to complete the main mission. Fortunately, the mission briefing hints at the need to complete the mission quickly, so this problem can be avoided if paying attention to it.
Is there an issue? Send a MessageReason:
None

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None


* ConstructAdditionalPylons: Every mission you start grants you in any case a Colony Hub and Storage Facility, requiring you to build a Construction Yard to first access the buildings available on first stage, and then upgrade the Hub and Construction Yard again to access more options. Some missions are a bit more generous by having some structures and defenses already pre-built for you, at which you only have to build those facilities which are left or necessary to gain access to all the upgrades and vehicles available. The early missions even go a step further by requiring you to build specific structures as part of a mission objective, with some structures/defenses becoming only available if a different building or upgrade is finished.

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* ConstructAdditionalPylons: Every mission you start grants you in any case a Colony Hub and Storage Facility, requiring you to build a Construction Yard to first access the buildings and upgrades available on the first stage, and then upgrade the Hub and Construction Yard again to access more options. Some missions are a bit more generous by having some structures and defenses already pre-built for you, at which you only have to build those facilities which are left or necessary to gain access to all the upgrades and vehicles available. The early Some missions (not counting tutorial missions) go even go a step further by requiring you to build specific structures as part of a mission objective, with some structures/defenses becoming only available if a different building or upgrade is finished.



* CurbStompBattle: The [[spoiler: Metar]] are doing this to the Federation, Klingons and Romulans shortly after awakening (regardless of the player's actions during the mission). Most notably being the destruction of the [[spoiler: Klingon Third Fleet (which consisted out of some 37 warships]] in orbit of the planet [[spoiler: Bursai IV]], where one of the [[spoiler: Klingon]] missions takes place, as well as a mission on the planet [[spoiler: Al-Fadir]], where the main outposts of all three factions were obliterated by the [[spoiler: Metar]], save for a few structures...

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* CurbStompBattle: The [[spoiler: Metar]] are doing this to the Federation, Klingons and Romulans shortly after awakening (regardless of the player's actions during the mission). mission where they first emerge). Most notably being the destruction of the [[spoiler: Klingon Third Fleet (which consisted out of some 37 warships]] warships)]] in orbit of the planet [[spoiler: Bursai IV]], where one of the [[spoiler: Klingon]] missions takes place, as well as a mission on the planet [[spoiler: Al-Fadir]], where the main outposts of all three factions were obliterated by the [[spoiler: Metar]], save for a few structures...



* FriendlyFireProof: All weapons fired by your troops will not harm anyone of your units who are in the line of fire or anyone allied to you (except when on Neutral).

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* FragileSpeedster: The Romulan Cloaked APC is this. It can be easily destroyed by most enemy units, but in turn it is quite fast (second only to the Ground scout), has a high rate of fire on its disruptor and its ability to cloak allow it to bypass defenses safely (provided the 'move without attacking' option is selected when issuing orders).
* FriendlyFireProof: All weapons fired by your troops or defenses will not harm anyone of your units who are in the line of fire or anyone allied to you (except when on Neutral).



* NotPlayingFairWithResources: Regardless of what faction you play, the AI factions can build units, buildings and defenses without upgrading them. Downplayed as it's usually limited to specific tanks and artillery, and only very rarely utilize their advanced vehicles.

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* NotPlayingFairWithResources: Regardless of what faction you play, the AI factions can build units, buildings and defenses without upgrading them. them or without having to build mines to gather resources. Downplayed as it's vehicle manufacturing is usually limited to specific tanks and artillery, and only very rarely utilize their advanced vehicles. They also don't seem to be in a hurry with adding additional structures, nor do they ever attempt to rebuild any of their structures/defenses which were present from the start of the mission after those get destroyed.
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* ArbitraryHeadcountLimit: On a basic mission, the total amount of structures and vehicles your faction can have is 50, but this [[Cap cap]] can be extended up to a maximum of 90 by either upgrading your Sickbay and/or building a Colonial House and a Livestock Farm (Klingons)/Hydroponics Farm (Federation)/Biology Facility (Romulans). The Colony Limit is already increased if a mission already has either a Colonial House and/or a farm or two present right from the start.

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* ArbitraryHeadcountLimit: On a basic mission, the total amount of structures and vehicles your faction can have is 50, but this [[Cap cap]] cap can be extended up to a maximum of 90 by either upgrading your Sickbay and/or building a Colonial House and a Livestock Farm (Klingons)/Hydroponics Farm (Federation)/Biology Facility (Romulans). The Colony Limit is already increased if a mission already has either a Colonial House and/or a farm or two present right from the start.
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* AbsoluteXenophobe: The Metar are this to all other factions, except for the Taubat. Justified as the Taubat were created by the Metar themselves.


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* EasyLevelTrick: It is possible in any mission to destroy hostile outposts of any faction to prevent them from sending more units after your base. While most Klingon missions follow this concept as a mission objective, it can also be done when playing as the Federation and the Romulans if you wish to have any freedom in exploring the area, protect remote mining stations or allied bases or to ensure you won't be bothered by any more enemy units.


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* NotPlayingFairWithResources: Regardless of what faction you play, the AI factions can build units, buildings and defenses without upgrading them. Downplayed as it's usually limited to specific tanks and artillery, and only very rarely utilize their advanced vehicles.


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* ProtectionMission: A very few missions have these, where you must ensure a specific building survives, with its destruction resulting in an immediate mission failure. A few Federation missions center around the protection of a Taubat colony; the destruction of enough structures will result in a mission failure.


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* StartingUnits: The later missions gives you advanced vehicles (like the Disruptor Battery, Mobile Shield, Advanced Photon Artillery or Cloaked APC) while your colony itself only has the basic facilities present, requiring you to build/upgrade the facilities needed to produce more of them.

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* BagOfSpilling: Whatever resources you manage to mine and process in once mission is not carried over to the next one.

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* BagOfSpilling: Whatever resources you manage to mine and process in once one mission is not carried over to the next one.


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* JustifiedTutorial: The game also offers a tutorial mission which you can play, which offers either a small campaign where the various aspects of the game are explained, as well as a standalone tutorial mission with in-mission instructions about the features of the game.

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