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* ArtificialMeat: Artificial meats can be grown in labs to supplement your colonists' diets. It comes in three flavors - chicken, pork, and beef. It's usage is more of a pragmatic issue than an ethical one - with the exception of chickens, a building house live animals would be far too intensive on the game's graphics, and making a model for chickens would push the graphics systems to the limits.


* FourIsDeath: Class M and S planets will only give you four colonists apiece (two workers, a Medic, and an Engineer). They are also some of the hardest difficulties in the game.



* LuckySeven: Once your Colony Ship arrives, you get seven colonists. There will always be three workers, one engineer, two biologists, and one medic.[[note]]You also get two bots - one carrier and one constructor.[[/note]]

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* LuckySeven: Once On Class D and F planets, once your Colony Ship arrives, you get seven colonists. There will always be three workers, one engineer, two biologists, and one medic.[[note]]You also get two bots - one carrier and one constructor.[[/note]]

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* HarderThanHard: The Class S scenario. The atmosphere is thin, so wind turbines do work, but thunderstorms happen almost constantly, and the amount of surface you can build on is constantly reduced. Oh, and there's no solar power available either. Good luck.


* IdiosyncraticDifficultyLevels: Humorously, the difficulty levels read as follows: "Accessible"[[note]]Class D[[/note]] "Challenging"[[note]]Class F[[/note]], "Overwhelming"[[note]]Class M[[/note]] and "Suicide[[note]]Class S[[/note]]

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* IdiosyncraticDifficultyLevels: Humorously, the difficulty levels read as follows: "Accessible"[[note]]Class D[[/note]] "Challenging"[[note]]Class F[[/note]], "Overwhelming"[[note]]Class M[[/note]] and "Suicide[[note]]Class "Suicide"[[note]]Class S[[/note]]

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* IdiosyncraticDifficultyLevels: Humorously, the difficulty levels read as follows: "Accessible"[[note]]Class D[[/note]] "Challenging"[[note]]Class F[[/note]], "Overwhelming"[[note]]Class M[[/note]] and "Suicide[[note]]Class S[[/note]]


* DarthWiki/MostAnnoyingSound:
** The loud "buzz" when a part runs out of power/water/oxygen.
** The "bew-bew" of the Anti-Meteor Laser.


* CouldHaveAvoidedThisPlot: You can completely shut down an attempted intruder attack by setting a Yellow Alert and disabling all airlocks (so that all colonists stay inside.) The intruders will die due to asphyxiation and you'll get a pop-up informing you that they have been killed.
* DeadlyDustStorm: One of the most frequent hazards. The benefits of a dust storm include wind turbines running much faster. The drawback of a dust storm? Any colonist caught outside will begin to lose health, and eventually collapse unconscious.
* DeathFromAbove:
** A hazard found on most planets is meteor strikes. If a meteor hits a structure, anyone inside it will be killed and it will need to be repaired. If a meteor strikes an [[FromBadToWorse oxygen generator...]]. With the Anti-Meteor Laser and Telescope, this can be slightly mitigated.
** The storm planet has periodic lightning.


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* CouldHaveAvoidedThisPlot: You can completely shut down an attempted intruder attack by setting a Yellow Alert and disabling all airlocks (so that all colonists stay inside.) The intruders will die due to asphyxiation and you'll get a pop-up informing you that they have been killed.
* DeadlyDustStorm: One of the most frequent hazards. The benefits of a dust storm include wind turbines running much faster. The drawback of a dust storm? Any colonist caught outside will begin to lose health, and eventually collapse unconscious.
* DeathFromAbove:
** A hazard found on most planets is meteor strikes. If a meteor hits a structure, anyone inside it will be killed and it will need to be repaired. If a meteor strikes an [[FromBadToWorse oxygen generator...]]. With the Anti-Meteor Laser and Telescope, this can be slightly mitigated.
** The storm planet has periodic lightning.


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* DramaticAlienVTOL: Colony ships, trading ships, and visitor ships all use engines that point upwards on vertical takeoff and landing.


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* SleepDeprivation: Until you build a Dorm, this is PlayedStraight. Unfortunately, tired colonists have extremely low morale and don't work at all, which can doom an early base.


* TheManyDeathsOfYou: Colonists can asphyxiate, starve, dehydrate, be malnourished, pass away from combat wounds, irradiate, and be taken out in a meteor strike.
* ThePowerOfTheSun: You'll need to construct solar panels to power your colony.

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* TheManyDeathsOfYou: Colonists can asphyxiate, starve, dehydrate, be malnourished, pass OhCrap: If a colonist sees any intruder on any alert except Red, they will run away from combat wounds, irradiate, and be taken out in a meteor strike.
* ThePowerOfTheSun: You'll need to construct solar panels to power your colony.
the other direction. On Red, they will run away, then run ''towards'' the intruders.


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* TheManyDeathsOfYou: Colonists can asphyxiate, starve, dehydrate, be malnourished, pass away from combat wounds, irradiate, and be taken out in a meteor strike.
* ThePowerOfTheSun: You'll need to construct solar panels to power your colony.


* AIcronym: Constructor bots are always named "CNT-<x> and carrier bots are always named "CB-<x>", with X being the order that it was made/delivered. (Your first two bots are always CR-1 and CNT-2.)



* LuckySeven: Once your Colony Ship arrives, you get seven colonists. There will always be three workers, one engineer, two biologists, and one medic.[[note]]You also get two bots - one carrier and one constructor.[[/note]]



* YouAllLookFamiliar:
** Every colonist will wear a space suit while walking outside. (The only thing that changes is the color of their patch.)
** Carrier bots will have the prefix of (), constructors (), and drillers ().

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* YouAllLookFamiliar:
**
YouAllLookFamiliar: Every colonist will wear a space suit while walking outside. (The only thing that changes is the color of their patch.)
** Carrier bots will have the prefix of (), constructors (), and drillers ().
)


** Visitors/[[{{Mook}} Intruders]] have purple (they look alike until guards either identify them or they open fire.)

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** Visitors/[[{{Mook}} Intruders]] Visitors and [[{{Mook}} intruders]] have purple (they look alike until guards either identify them or they open fire.)


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* DarthWiki/MostAnnoyingSound:
** The loud "buzz" when a part runs out of power/water/oxygen.
** The "bew-bew" of the Anti-Meteor Laser.
* TheManyDeathsOfYou: Colonists can asphyxiate, starve, dehydrate, be malnourished, pass away from combat wounds, irradiate, and be taken out in a meteor strike.


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* RobotsAreJustBetter: Much better. Robots can carry stuff around without getting tired and will work until they break down - their movement speed is also faster. In contrast, colonists can get tired and will work until they're tired.


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* YouAllLookFamiliar:
** Every colonist will wear a space suit while walking outside. (The only thing that changes is the color of their patch.)
** Carrier bots will have the prefix of (), constructors (), and drillers ().


* DeadlyDustStorm: One of the most frequent hazards.
* DeathFromAbove: A hazard found on most planets is meteor strikes. And the storm planet has lightning, which can be even worse.
* ColorCodedForYourConvenience: The colonists each have certain colors on their space suits so you can tell what someone is from looking at them.
** Worker- Blue
** Engineer- Orange
** Biologist- Green
** Medic- Red
** Guard- Black
** Visitor/[[{{Mook}} Intruder]]- Purple (They look alike until guards either identify them or they open fire)

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* CouldHaveAvoidedThisPlot: You can completely shut down an attempted intruder attack by setting a Yellow Alert and disabling all airlocks (so that all colonists stay inside.) The intruders will die due to asphyxiation and you'll get a pop-up informing you that they have been killed.
* DeadlyDustStorm: One of the most frequent hazards.
hazards. The benefits of a dust storm include wind turbines running much faster. The drawback of a dust storm? Any colonist caught outside will begin to lose health, and eventually collapse unconscious.
* DeathFromAbove: DeathFromAbove:
**
A hazard found on most planets is meteor strikes. And If a meteor hits a structure, anyone inside it will be killed and it will need to be repaired. If a meteor strikes an [[FromBadToWorse oxygen generator...]]. With the Anti-Meteor Laser and Telescope, this can be slightly mitigated.
** The
storm planet has lightning, which can be even worse.
periodic lightning.
* ColorCodedForYourConvenience: The colonists each have certain colors patches on their space suits so you can tell what someone is from looking at them.
** Worker- Blue
Workers have blue.
** Engineer- Orange
Engineers have orange.
** Biologist- Green
Biologists have green.
** Medic- Red
Medics have red.
** Guard- Black
Guards have black.
** Visitor/[[{{Mook}} Intruder]]- Purple (They Visitors/[[{{Mook}} Intruders]] have purple (they look alike until guards either identify them or they open fire)fire.)


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* RedAlert: Orders all colonists to attack intruders regardless if they're armed or not. If they're not armed, they'll bum-rush the intruders and attempt to beat them down. If they have an armory nearby, they will take guns and shoot them. Do not put the colony on Red Alert unless every guard is dead or incapacitated, or else the colonists will end up dying in droves as they bum-rush the intruders.


''Planetbase'' is a 2014 video game from MadrugaWorks. You build bases on several different worlds, from a desert planet to a storm planet.

You're given five different types of colonists, each with their own roles in the base:

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[[quoteright:267:https://static.tvtropes.org/pmwiki/pub/images/planetbase_game.png]]
''Planetbase'' is a 2014 video game SpaceManagementGame from MadrugaWorks. You Madruga Works, released for [[UsefulNotes/IBMPersonalComputer PC]] in 2014. It was later ported to UsefulNotes/XboxOne in 2017 and to UsefulNotes/Playstation4 in 2018.

In it, you
build bases on several different worlds, from a desert planet to a storm planet.

planet. You're given five different types of colonists, each with their own roles in the base:



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* ThePowerOfTheSun
* DeadlyDustStorm

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\n* ThePowerOfTheSun
* DeadlyDustStorm
DeadlyDustStorm: One of the most frequent hazards.



* InterfaceSpoiler: It's rather easy to tell for yourself if a ship that just landed is dumping intruders on you. A Colony ship dropping off "Visitors"? A Visitor ship where the "visitors" have no needs to fulfill?

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* InterfaceSpoiler: It's rather easy to tell for yourself if a ship that just landed is dumping intruders on you. A Colony ship dropping off "Visitors"? A Visitor ship where the "visitors" have no needs to fulfill?fulfil?
* ThePowerOfTheSun: You'll need to construct solar panels to power your colony.



* YouRequireMoreVespeneGas: A core-aspect of the game. Base materials are Bioplastic and Metal, which are made from starch (gotten from certain plants) and mined ore respectively. Water, power, and food also have to be provided continually to keep the base running properly... things will fall apart ''very'' fast when any of the three are in short-supply.

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* YouRequireMoreVespeneGas: A core-aspect of the game. Base materials are Bioplastic and Metal, which are made from starch (gotten from certain plants) and mined ore respectively. Water, power, and food also have to be provided continually to keep the base running properly... things will fall apart ''very'' fast when any of the three are in short-supply.short-supply.
----


* Worker- Operate general equipment and work in the mines. Basically, heavy labor.

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* Worker- Operate general equipment and work Work in the mines.mines and refines raw materials into basic materials. Basically, heavy labor.



* Medic- Treats other colonies for illnesses, injuries, and other maladies. Also creates more healing-kits from materials.

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* Medic- Treats other colonies colonists for illnesses, injuries, and other maladies. Also creates more healing-kits from materials.



* WindTurbinePower: Your secondary source of power, next to solar.

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* WindTurbinePower: Your secondary source of power, next to solar.solar.
* YouRequireMoreVespeneGas: A core-aspect of the game. Base materials are Bioplastic and Metal, which are made from starch (gotten from certain plants) and mined ore respectively. Water, power, and food also have to be provided continually to keep the base running properly... things will fall apart ''very'' fast when any of the three are in short-supply.


* Worker- Operate general equipment and work in the mines.
* Engineer- Constructs the domes and other structures of the base, and performs other work that requires an expert.

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* Worker- Operate general equipment and work in the mines.
mines. Basically, heavy labor.
* Engineer- Constructs the domes and other structures of the base, and performs other work that requires an expert.refines materials into goods.



* DeathFromAbove: A hazard found on every planet is meteor strikes.

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* DeathFromAbove: A hazard found on every planet most planets is meteor strikes.strikes. And the storm planet has lightning, which can be even worse.


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* ImprovisedLightningRod: The storm planet allows you to construct lightning rods. It's definitely advisable to do so, as lightning occurs even more frequently than meteor strikes.

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