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Planetbase is a Space-Management Game from Madruga Works, released for PC in 2014. It was later ported to Xbox One in 2017 and to Playstation 4 in 2018.
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In it, 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:

  • Worker- Work in the mines and refines raw materials into basic materials. Basically, heavy labor.
  • Engineer- Constructs the domes and other structures of the base, and refines materials into goods.
  • Biologist- Performs maintenance on plants and other food-producing tools in the base.
  • Medic- Treats other colonists for illnesses, injuries, and other maladies. Also creates more healing-kits from materials.
  • Guards- Monitors the base and kills intruders looking to sabotage your base.

Your base can also build (or purchase) bots who perform specific duties, taking some of the workload off your colonists so they can focus on jobs only a human can do

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  • Carrier Bot- Lifts and transports materials to where they are needed. Moves faster than having a colonist transport it.
  • Constructor Bot- Constructs and maintains structures for Engineers. Faster at building.
  • Driller Bot- Works in the mines. Extracts ore faster and does not risk injury like workers will.

With these and the materials you arrive at the planet with, you are tasked with building a base that will sustain itself and all the colonists living in it.

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Planetbase provides examples of:

  • A Icronym: 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.)
  • Artificial Meat: 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.
  • Color-Coded for Your Convenience: The colonists each have certain patches on their space suits so you can tell what someone is from looking at them.
    • Workers have blue.
    • Engineers have orange.
    • Biologists have green.
    • Medics have red.
    • Guards have black.
    • Visitors and intruders have purple (they look alike until guards either identify them or they open fire.)
  • "Could Have Avoided This!" Plot: 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.
  • Deadly Dust Storm: 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.
  • Death from Above:
    • 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 oxygen generator.... With the Anti-Meteor Laser and Telescope, this can be slightly mitigated.
    • The storm planet has periodic lightning.
  • Improvised Lightning Rod: 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.
  • Dramatic Alien VTOL: Colony ships, trading ships, and visitor ships all use engines that point upwards on vertical takeoff and landing.
  • Four Is Death: 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.
  • Harder Than Hard: 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.
  • Idiosyncratic Difficulty Levels: Humorously, the difficulty levels read as follows: "Accessible"note  "Challenging"note , "Overwhelming"note  and "Suicide"note 
  • Interface Spoiler: 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 fulfil?
  • Lucky Seven: 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 
  • Oh, Crap!: If a colonist sees any intruder on any alert except Red, they will run away in the other direction. On Red, they will run away, then run towards the intruders.
  • Red Alert: 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.
  • Robots Are Just Better: 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.
  • Solar Flare Disaster: A regular event on planets with little or no atmosphere. Best keep your colonists in-doors during one unless you want to give them a radiation bath. It doesn't set the planet towards disaster unlike most examples of this trope, but it certainly can be a disaster for the survival of your base.
  • Sleep Deprivation: Until you build a Dorm, this is Played Straight. Unfortunately, tired colonists have extremely low morale and don't work at all, which can doom an early base.
  • The Many Deaths of You: Colonists can asphyxiate, starve, dehydrate, be malnourished, pass away from combat wounds, irradiate, and be taken out in a meteor strike.
  • The Power of the Sun: You'll need to construct solar panels to power your colony.
  • Wind Turbine Power: Your secondary source of power, next to solar.
  • You All Look Familiar: Every colonist will wear a space suit while walking outside. (The only thing that changes is the color of their patch.)
  • You Require More Vespene Gas: 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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