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* DeathOrGloryAttack: Two common tactics used in the single player campaigns against the AI opponents:
** Hit-and-run: Capture a power station which is right next to an enemy host station. Teleport your host station to that power station and start creating anti-host station units to destroy the enemy host station. If this tactic succeeds, you destroyed that enemy host station and all the vehicles it controls. This tactic has a high risk of backfiring because 1) The enemy host station often resides in a stronghold and teleporting your host station next to them is tantamount to suicide if you don't act fast enough, 2) The enemy host station's health may be too high for it to be destroyed by a squad of anti-host station units, and 3) The enemy host station can simply retreat on a whim.
** All-or-nothing: Use up the majority of your host station's energy (also equivalent to health) to create a huge squad of vehicles, consolidate all your vehicles to move together to kill the enemy host station directly. If this doesn't work out, that huge army would be wiped out and that leaves your host station vulnerable.


* EnemyMine: Completely averted. None of the 6 factions ever teamed up in any level and the game doesn't program them for that. As the in-game guide states: "Diplomacy has failed".

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* EnemyMine: Completely averted. None of the 6 factions ever teamed up in any level and the game doesn't program them for that. As the in-game guide states: "Diplomacy has failed". The game itself also acknowledges that the only reason why the Mykonians (And Sulgogars) were able to threaten Earth was because the human factions are not united.


* EnemyMine: Completely averted. None of the 6 factions ever teamed up in any level and the game doesn't program them for that. As the in-game guide states: "Diplomacy has failed".

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* EnemyMine: Completely averted. None of the 6 factions ever teamed up in any level and the game doesn't program them for that. As the in-game guide states: "Diplomacy has failed". The game itself also acknowledges that the only reason why the Mykonians (And Sulgogars) were able to threaten Earth was because the human factions are not united.


*** For the Ghorkovian campaign it seemed that the BigBad role is tied between either the Resistance or the Black Sect. The Black Sect in particular is the only faction that operates two host stations in the final level.
*** Similarly for the Taerkasten campaign the BigBad role is rotated between the Resistance and the Ghorkovs. Additionally, the Resistance is the only faction that operates two host stations in the final level.

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*** For the Ghorkovian campaign it seemed that the BigBad role is tied between either ambiguous. The Mykonians are still presented as the Resistance or BigBad in a couple of Taerkasten campaign levels, but the Black Sect. The Black Sect in particular is the only faction that operates two host stations in the final level.
*** Similarly for For the Taerkasten campaign the BigBad role is rotated between seems to be given to the Resistance and faction: Of all the Ghorkovs. Additionally, factions that appear in the level, the Resistance is the only faction one that operates had two Resistance host stations in stations. Not only that, the final level.Resistance guards a key sector with a castle structure, preventing easy capture.


** There is no strict need to destroy all enemy host stations in a level. Technically speaking, you only need to control all key sectors required to open the beam gate - just long enough for you to teleport to the next level. The The act of destroying enemy host stations only makes this task more reliable, but is often undertaken by players since that's still part of the fun.

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** There is no strict need to destroy all enemy host stations in a level. Technically speaking, you only need to control all key sectors required to open the beam gate - just long enough for you to teleport to the next level. The The act of destroying enemy host stations only serves makes this task more reliable, but is often undertaken by players since that's still part of the fun.


* SelfImposedChallenge: On missions involving the Stoudson Bomb, some players will instead opt to destroy the enemy the old-fashioned way. This is not a completely fruitless endeavor, because direct destruction of an enemy host station increases the beam gates' space for the player's units to bring over for the next mission.

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* SelfImposedChallenge: SelfImposedChallenge:
** There is no strict need to destroy all enemy host stations in a level. Technically speaking, you only need to control all key sectors required to open the beam gate - just long enough for you to teleport to the next level. The The act of destroying enemy host stations only makes this task more reliable, but is often undertaken by players since that's still part of the fun.
**
On missions involving the Stoudson Bomb, some players will instead opt to destroy the enemy the old-fashioned way. This is not a completely fruitless endeavor, because direct destruction of an enemy host station increases the beam gates' space for the player's units to bring over for the next mission.


** The only true LightningBruiser in the whole game is the Taerkasten Phantom: It is the most durable airplane with 80% armor, but yet still possessing above average speed AND strong homing weaponry. However, interestingly the game still remained well-balanced with its presence - it is significantly slower and has poorer maneuverability when comparing with other "heavy aircraft" such as the Resistance Warhammer and the Mykonian Air Stick. Coupled together with its high expense, both the A.I and the human player utilizes the Phantom sparingly.

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** The only true LightningBruiser in the whole game is the Taerkasten Phantom: It is the most durable airplane with 80% armor, but yet still possessing above average speed AND strong homing weaponry. firepower. However, interestingly it has several drawbacks that prevented it from unbalancing the game still remained well-balanced with its presence - it is significantly slower and slower, has poorer maneuverability maneuverability, and its missiles had relatively weaker homing capability when comparing with that of other "heavy aircraft" such as the Resistance Warhammer and the Mykonian Air Stick. Coupled together with its high expense, Its overall capability remained solely that of anti-aircraft and nothing else, therefore both the A.I and the human player utilizes the Phantom sparingly.


* BlackAndGrayMorality: The Mykonians, the Sulgogars, and the Black Sect were consistently portrayed as the bad guys, while for the terran factions (the Resistance, the Kyternesians/Ghorkovs and the Taerkastens), it was somewhat ambiguous. Depending on which campaign you are playing (Resistance, Ghorkovs or Taerkastens), the terran faction you are playing for will demonize the other two terran factions. The one thing both Resistance and Ghorkovs can agree on is that they both hate the Taerkastens, as they're trying to [[KillEmAll kill everyone else]].

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* BlackAndGrayMorality: The Mykonians, the Sulgogars, and the Black Sect were consistently portrayed as the bad guys, while for the terran factions (the Resistance, the Kyternesians/Ghorkovs and the Taerkastens), it was somewhat ambiguous. Depending The Resistance's mission briefings includes a guilty admission that they did try to sell out the Ghorkovs to the Mykonians. Also, depending on which campaign you are playing (Resistance, Ghorkovs or Taerkastens), the terran faction you are playing for will demonize the other two terran factions. The one thing both Resistance and Ghorkovs can agree on is that they both hate the Taerkastens, as they're trying to [[KillEmAll kill everyone else]].


** In particular the Resistance heavy helicopter Dragonfly, when controlled by the human player, can obliterate squads of heavy tanks, destroy enemy host stations, take on other helicopters, or even fast planes if the player is particularly good at First Person Shooter skills.
** The Black Sect is able to create selected units from the factions that are in the particular region, including that of the player's faction.

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** In particular the Resistance heavy helicopter Dragonfly, when controlled by the human player, can obliterate squads of heavy tanks, destroy enemy host stations, take on other helicopters, or even fast planes (although not without getting severe damage during the altercation) if the player is particularly good at First Person Shooter skills.
** The From a faction perspective, the Black Sect is able to create selected units from the factions that are in the particular region, including that of the player's faction.faction. It often gets the best units, especially in the final level.



** The Resistance Rhino without weapon upgrade deals 3400 damage - This means that it can one-hit kill almost every vehicle that is neither a host station, Zeppelin, Thor's Hammer, nor armor-upgraded Leonid.

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** The Resistance Rhino without weapon upgrade deals 3400 damage - This means that it can one-hit kill almost every vehicle that is neither a host station, Zeppelin, Thor's Hammer, nor armor-upgraded Leonid. It must be noted however, the Rhino was not designed for the purpose of combat but rather to snipe and destroy host stations.



** However, this was subverted with the Resistance Falcon and Warhammer especially when their tech upgrades are considered. In the original Resistance campaign, the Falcon was intended to be a cheaper and inferior version of the Warhammer. However, this picture becomes less clear when both of them get their upgrades. The fully upgraded Falcon costs 470 energy: 235 hit points, 50% armor and 600 damage per shot (Its a double-shot!) while the fully upgraded Warhammer costs nearly double at 880 energy: 440 hit points, 43% armor, with only 550 damage per shot, slower reload and shorter range compared to the Falcon. Overall things considered, players generally still preferred using the Falcon even after the Warhammer's arrival.

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** However, this was subverted with the end-game Resistance Falcon and Warhammer especially when their tech upgrades are considered.Warhammer. In the original Resistance campaign, the Falcon was intended to be a cheaper and inferior version of the Warhammer. However, this picture becomes less clear when both of them get their upgrades. The fully upgraded Falcon costs 470 energy: 235 hit points, 50% armor and 600 damage per shot (Its a double-shot!) while the fully upgraded Warhammer costs nearly double at 880 energy: 440 hit points, 43% armor, with only 550 damage per shot, slower reload and shorter range compared to the Falcon. Overall things considered, players generally still preferred using the Falcon even after with the Warhammer's arrival.availability.

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* EnemyMine: Completely averted. None of the 6 factions ever teamed up in any level and the game doesn't program them for that. As the in-game guide states: "Diplomacy has failed".


* WetwareCPU: The Resistance's Synaptic Donor Units (or SDUs for short) are humans that were cybernetically modified and permanently connected to a Host Station. That includes SDU7, the player.

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* WetwareCPU: The Resistance's Synaptic Donor Units (or SDUs [=SDUs=] for short) are humans that were cybernetically modified and permanently connected to a Host Station. That includes SDU7, [=SDU7=] the player.player.
* YouShallNotPass: The whole purpose of the Flak Stations was to prevent or delay an enemy from getting past a certain point.


** However, this was subverted with the Resistance Falcon and Warhammer especially when their tech upgrades are considered. In the original Resistance campaign, the Falcon was intended to be a cheaper and inferior version of the Resistance's Warhammer. However, this picture becomes less clear when both of them get their upgrades. The fully upgraded Falcon costs 470 energy: 235 hit points, 50% armor and 600 damage per shot (Its a double-shot!) while the fully upgraded Warhammer costs nearly double at 880 energy: 440 hit points, 43% armor, with only 550 damage per shot, slower reload and shorter range compared to the Falcon. Overall things considered, players generally preferred using the Falcon.

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** However, this was subverted with the Resistance Falcon and Warhammer especially when their tech upgrades are considered. In the original Resistance campaign, the Falcon was intended to be a cheaper and inferior version of the Resistance's Warhammer. However, this picture becomes less clear when both of them get their upgrades. The fully upgraded Falcon costs 470 energy: 235 hit points, 50% armor and 600 damage per shot (Its a double-shot!) while the fully upgraded Warhammer costs nearly double at 880 energy: 440 hit points, 43% armor, with only 550 damage per shot, slower reload and shorter range compared to the Falcon. Overall things considered, players generally still preferred using the Falcon.Falcon even after the Warhammer's arrival.


* SortingAlgorithmOfEvil: This is expected of a game. As you progress from the earlier levels to the late levels, you will notice that the opposing factions become harder to kill.
** In the original Resistance Campaign, your first level "Hyde Park" will face off against just one Tarantul I (Arguably one of the weakest host stations in the game) possessing 3000 energy and only able to create one basic unit. Likewise you only start out with 3 reservoirs of 750 energy each and one basic unit. The intended final level "Parasite City" will have you facing off against SIX enemy host stations (4 possessing 10,000 energy each, and 2 possessing 15,000 energy each) and each faction will have almost all their units unlocked. By that time you should be more or less ready to take them on, where you will have 3 reservoirs of 2500 energy each and all units unlocked with all upgrades applied (Best case).
* StartingUnits: Sometimes, they'll merely be units you haven't unlocked yet. One mission however includes 3 captured and refitted enemy Gigants. Once they are lost, they're gone. Also of note are the Bronsteijn Flying Ion Cannons, which can only be built in 1 stage.


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* SoLastSeason: The game was intentionally designed such that cheaper and weaker units are available in the earlier levels only to be overshadowed by the more expensive versions of the same unit class. E.g.: The Resistance Jaguar tank is available very early in the Resistance campaign but is outclassed when the player finally gets the Tiger tank.
** However, this was subverted with the Resistance Falcon and Warhammer especially when their tech upgrades are considered. In the original Resistance campaign, the Falcon was intended to be a cheaper and inferior version of the Resistance's Warhammer. However, this picture becomes less clear when both of them get their upgrades. The fully upgraded Falcon costs 470 energy: 235 hit points, 50% armor and 600 damage per shot (Its a double-shot!) while the fully upgraded Warhammer costs nearly double at 880 energy: 440 hit points, 43% armor, with only 550 damage per shot, slower reload and shorter range compared to the Falcon. Overall things considered, players generally preferred using the Falcon.
* SortingAlgorithmOfEvil: This is expected of a game. As you progress from the earlier levels to the late levels, you will notice that the opposing factions become harder to kill.
** In the original Resistance Campaign, your first level "Hyde Park" will face off against just one Tarantul I (Arguably one of the weakest host stations in the game) possessing 3000 energy and only able to create one basic unit. Likewise you only start out with 3 reservoirs of 750 energy each and one basic unit. The intended final level "Parasite City" will have you facing off against SIX enemy host stations (4 possessing 10,000 energy each, and 2 possessing 15,000 energy each) and each faction will have almost all their units unlocked. By that time you should be more or less ready to take them on, where you will have 3 reservoirs of 2500 energy each and all units unlocked with all upgrades applied (Best case).
* StartingUnits: Sometimes, they'll merely be units you haven't unlocked yet. One mission however includes 3 captured and refitted enemy Gigants. Once they are lost, they're gone. Also of note are the Bronsteijn Flying Ion Cannons, which can only be built in 1 stage.

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** The Sulgogar units' weapons are so powerful that they can one-shot almost any light to medium-armored aircraft.

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