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* ZergRush - The game tries to discourage you from doing this. You're limited to 40 units, some of which will be trucks and commanders, not to mention missions are time. So throwing all your forces in at once will likely get them killed and waste time and resources replacing them. It's much more sensible to use artillery and VTOL's to soften up enemy positions so your tanks can move in and finish them off.


* TimedMission: Almost every mission in the game has a timer attached to it. This is partly because of the persistent nature (you keep your base and units from mission to mission), as otherwise you can simply hoard resources, amass a huge army of units, and steamroll over everything. The only missions without a time limit are the first mission in the last two, and most time limits are actually one or two full hours - a GenreSavvy player who knows the layout of a map and their specific objectives can exploit the extra time to save up more oil and build defenses for upcoming missions.

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* TimedMission: Almost every mission in the game has a timer attached to it. This is partly because of the persistent nature (you keep your base and units from mission to mission), as otherwise you can simply hoard resources, amass a huge army of units, and steamroll over everything. The only missions without a time limit are the first mission in the last two, and most time limits are actually one or two full hours - a GenreSavvy player who knows the layout of a map and their specific objectives can exploit the extra time to save up more oil and build defenses for upcoming missions.hours.



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** Some recent game builds do not apply research speed bonuses properly. That makes one of missions towards the end unwinnable, since, despite not being actively timed, it requires completion before NEXUS destroys the building you are supposed to defend.


The game has some unusual features in that its units are not preset - they're modular and designable, and the weapons, chassis and propulsion options are unlocked from research or, in the campaign, through Artifacts. Vehicle bodies are available in different sizes and larger bodies require larger factories. Ground propulsion options consist of basic wheels, moderately armored half-tracks, heavily armored tracks, and [[FragileSpeedster fast but fragile]] amphibious hovercraft. Aerial propulsion exists via Vertical Take-Off and Landing(VTOL) technology and allows for hover-capable air units, which require a separate aircraft factory to build. Also present are [[PoweredArmor cyborgs]], cheaper (but weaker) infantry units that, unlike tanks and aircraft, are not modular or customizable, produced by their own factory.. There is only one resource used to build everything - power- which is produced by Oil Derricks connected to Power Generators. Artillery and VTOL air units can also be attached to complex sensor networks to guard areas, coordinate attacks, and retaliate against enemy artillery attacks. Commander units also exist, but their role is to merely coordinate ground forces, and are not [[HeroUnit super units]].

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The game has some unusual features in that its units are not preset - they're modular and designable, and the weapons, chassis and propulsion options are unlocked from research or, in the campaign, through Artifacts. Vehicle bodies are available in different sizes and larger bodies require larger factories. Ground propulsion options consist of basic wheels, moderately armored half-tracks, heavily armored tracks, and [[FragileSpeedster fast but fragile]] amphibious hovercraft. Aerial propulsion exists via Vertical Take-Off and Landing(VTOL) Landing (VTOL) technology and allows for hover-capable air units, which require a separate aircraft factory to build. Also present are [[PoweredArmor cyborgs]], cheaper (but weaker) infantry units that, unlike tanks and aircraft, are not modular or customizable, produced by their own factory.. There is only one resource used to build everything - power- which is produced by Oil Derricks connected to Power Generators. Artillery and VTOL air units can also be attached to complex sensor networks to guard areas, coordinate attacks, and retaliate against enemy artillery attacks. Commander units also exist, but their role is to merely coordinate ground forces, and are not [[HeroUnit super units]].

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* TheAllSeeingAI: In skirmish games, the computer will send trucks over to power resources without even needing to scout the FogOfWar.

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* MookCommander: The game allows the player to develop and utilize a "Command Turret" on the battlefield -- while its only effect as a weapon is ScratchDamage, it offers a few improvements over manual unit grouping, such as an accuracy boost for all attached units and the ability to call in covering fire from stationary artillery batteries back at base.

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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/warzone_2100_cd_cover.jpg]]


* DesignItYourselfEquipment: Played straight in the fact that one of the game's features is the in-game unit editor. The game was also one of the first, if not ''the'' first, RTS titles to use such a system. However, only ground vehicles and [=VTOL=]s can be designed so far - as of the present release, cyborgs and defensive structures exist only in preset designs; the latter needs to be researched individually.
** Also, while there might be some thirteen million ''possible'' combinations of parts according to the developers, the number of ''useful'' combinations is somewhere in the low hundreds, depending on your play-style.

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* DesignItYourselfEquipment: Played straight in the fact that one of the game's features is the in-game unit editor. The game was also one of the first, if not ''the'' first, RTS titles to use such a system. However, only ground vehicles and [=VTOL=]s can be designed so far - as of the present release, cyborgs and defensive structures exist only in preset designs; the latter needs to be researched individually.
**
individually. Also, while there might be some thirteen million ''possible'' combinations of parts according to the developers, the number of ''useful'' combinations is somewhere in the low hundreds, depending on your play-style.



* DummiedOut: Although NEXUS has jetpack-wearing cyborgs at its disposal in the final level, and various in-game resource files hint that they were intended to use them, they don't actually fly. (Jetpack cyborgs can be enabled via mods, however.)
** Originally, this was done as a form of nerf - the Jetpack Cyborgs were deemed overpowered because they could be used long before the average player had any reliable means of AA weapon. No official release since the last official Pumpkin Studios patch has reintroduced them.

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* DummiedOut: DummiedOut:
**
Although NEXUS has jetpack-wearing cyborgs at its disposal in the final level, and various in-game resource files hint that they were intended to use them, they don't actually fly. (Jetpack cyborgs can be enabled via mods, however.)
**
) Originally, this was done as a form of nerf - the Jetpack Cyborgs were deemed overpowered because they could be used long before the average player had any reliable means of AA weapon. No official release since the last official Pumpkin Studios patch has reintroduced them.



* TheEndOfTheWorldAsWeKnowIt
* EnemyExchangeProgram: The NEXUS Link Turret converts your units into NEXUS units. You can get this too in the Skirmish and multiplayer modes, but it is fairly high-tech and can be nullified by simply researching Resistance Circuits, making it a sort of UselessUsefulSpell.

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* %%* TheEndOfTheWorldAsWeKnowIt
* EnemyExchangeProgram: EnemyExchangeProgram:
**
The NEXUS Link Turret converts your units into NEXUS units. You can get this too in the Skirmish and multiplayer modes, but it is fairly high-tech and can be nullified by simply researching Resistance Circuits, making it a sort of UselessUsefulSpell.



* FlyingBrick: The Transports, and most VTOL designs.
* FogOfWar

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* %%* FlyingBrick: The Transports, and most VTOL designs.
* %%* FogOfWar



* MightyGlacier: Heavy-bodied tracked tanks. Irritatingly slow on the field, but they pack more HP than any other similar unit.
** And then you have the super-heavy tank bodies, available only in Skirmish(thank god or god dammit, depending whether or not you found the Campaign or Multiplayer better). Nothing short of a laser strike or another super-heavy tank will stop one, and their existence is offset by the fact that you have to research everything else in this game's massive tech tree before you can even start to build one.


* DoesThisRemindYouOfAnything: The Collective's tank chassis naming convention follows that of NaziGermany. The Panther (medium class) even bears a passing resemblance to the Panzer IV's hull.

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* DoesThisRemindYouOfAnything: The Collective's tank chassis naming convention follows that of NaziGermany.UsefulNotes/NaziGermany. The Panther (medium class) even bears a passing resemblance to the Panzer IV's hull.


The game is set in a post-apocalyptic scenario in TheFuture, in, obviously, year 2100. In year 2085, a space-based American nuclear deterrence system, NASDA, develops what is thought to be a systems fault and launches nuclear missiles at all the major cities around the world. The world's countries, detecting the launches, fire their own nukes at North America, and NASDA's Laser Satellite defenses fail to fire against them. In an {{Apocalypse How}} class 1 that becomes known as "the Collapse", civilization collapses, and nuclear winter ensues. The surviving humans split into bands of scavengers as a result, fighting for survival.

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The game is set in a post-apocalyptic scenario in TheFuture, in, obviously, year 2100. In year 2085, a space-based American nuclear deterrence system, NASDA, develops what is thought to be a systems fault and launches nuclear missiles at all the major cities around the world. The world's countries, detecting the launches, fire their own nukes at North America, and NASDA's Laser Satellite defenses fail to fire against them. In an {{Apocalypse How}} class 1 Planetary Societal Collapse ApocalypseHow that becomes known as "the Collapse", civilization collapses, and nuclear winter ensues. The surviving humans split into bands of scavengers as a result, fighting for survival.



* ApocalypseHow: The Collapse is a Class 1.

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* ApocalypseHow: The Collapse is a Class 1.Planetary, well, Societal Collapse.


* DeathFromAbove: There's the KillSat mentioned below, several different kinds of indirect-fire weapons(mortars and howitzers, with [[GatlingGood rotary]] and [[KillItWithFire incendiary]] variations, and rocket artillery) and of course [=VTOL=]s, which tend to pack twice the firepower of their ground counterparts.

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* DeathFromAbove: There's the KillSat mentioned below, several different kinds of indirect-fire weapons(mortars and howitzers, with [[GatlingGood rotary]] and [[KillItWithFire incendiary]] variations, and rocket artillery) and of course [=VTOL=]s, which tend to pack twice the firepower of their ground counterparts.counterparts, balancing its need to re-arm with more ammo at base frequently.


* CripplingOverspecialization: Dictated by damage modifiers of the weapon in question. Double points goes to weapons which haven't received upgrades yet. Antitanks, for instance, excel only against vehicles and fail miserably at everything else. Weapons can also be severely limited to attacking aircraft or ground targets only. But the eponymous Bunker Buster tops the rest by being the ''only'' antistructure weapon, meaning that unless you are clearing bunkers, there is little point to use the Bunker Buster besides spare firepower.

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* CripplingOverspecialization: Dictated by damage modifiers of the weapon in question. Double points goes to weapons which haven't received upgrades yet. Antitanks, for instance, excel only against vehicles and fail (before the late game upgrades) fails miserably at everything else. Weapons can also be severely limited to attacking aircraft or ground targets only. But the eponymous Bunker Buster tops the rest by being the ''only'' antistructure weapon, meaning that unless you are clearing bunkers, there is little point to use the Bunker Buster besides spare firepower.

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** This results in the possibility of having multi-color tanks due to having a certain chassis (eg. Tan New Paradigm) and the tracks and gun being a different color (like the aforementioned tan with a green flag).


The game is set in a post-apocalyptic scenario in TheFuture, in, obviously, year 2100. In year 2085, a space-based American nuclear deterrence system, NASDA, develops what is thought to be a systems fault and launches nuclear missiles at all the major cities around the world. The world's countries, detecting the launches, fire their own nukes at North America, and NASDA's Laser Satellite defenses fail to fire against them. In an {{Apocalypse How}} class 2 that becomes known as "the Collapse", civilization collapses, and nuclear winter ensues. The surviving humans split into bands of scavengers as a result, fighting for survival.

to:

The game is set in a post-apocalyptic scenario in TheFuture, in, obviously, year 2100. In year 2085, a space-based American nuclear deterrence system, NASDA, develops what is thought to be a systems fault and launches nuclear missiles at all the major cities around the world. The world's countries, detecting the launches, fire their own nukes at North America, and NASDA's Laser Satellite defenses fail to fire against them. In an {{Apocalypse How}} class 2 1 that becomes known as "the Collapse", civilization collapses, and nuclear winter ensues. The surviving humans split into bands of scavengers as a result, fighting for survival.


The game has some unusual features in that its units are not preset - they're modular and designable, and the weapons, chassis and propulsion options are unlocked from research or, in the campaign, through Artifacts. Vehicle bodies are available in different sizes and larger bodies require larger factories. Ground propulsion options consist of basic wheels, moderately armored half-tracks, heavily armored tracks, and [[FragileSpeedster fast but fragile]] amphibious hovercraft. Aerial propulsion exists via Vertical Take-Off and Landing(VTOL) technology and allows for hover-capable air units, which require a separate aircraft factory to build. Also present are [[PoweredArmor cyborgs]], cheaper (but weaker) infantry units that, unlike tanks and aircraft, are not modular or customizable, produced by their own factory.. There is only one resource used to build everything - oil - which is harvested by Oil Derricks connected to Power Generators. Artillery and VTOL air units can also be attached to complex sensor networks to guard areas, coordinate attacks, and retaliate against enemy artillery attacks. Commander units also exist, but their role is to merely coordinate ground forces, and are not [[HeroUnit super units]].

to:

The game has some unusual features in that its units are not preset - they're modular and designable, and the weapons, chassis and propulsion options are unlocked from research or, in the campaign, through Artifacts. Vehicle bodies are available in different sizes and larger bodies require larger factories. Ground propulsion options consist of basic wheels, moderately armored half-tracks, heavily armored tracks, and [[FragileSpeedster fast but fragile]] amphibious hovercraft. Aerial propulsion exists via Vertical Take-Off and Landing(VTOL) technology and allows for hover-capable air units, which require a separate aircraft factory to build. Also present are [[PoweredArmor cyborgs]], cheaper (but weaker) infantry units that, unlike tanks and aircraft, are not modular or customizable, produced by their own factory.. There is only one resource used to build everything - oil - power- which is harvested produced by Oil Derricks connected to Power Generators. Artillery and VTOL air units can also be attached to complex sensor networks to guard areas, coordinate attacks, and retaliate against enemy artillery attacks. Commander units also exist, but their role is to merely coordinate ground forces, and are not [[HeroUnit super units]].

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