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* FragileSpeedster: Strikes in general, Interceptors within their classes except for Lines that cross with GlassCannon.



* HeavilyArmoredMook: Assault types. To illustrate, the weakest of the bog-standard Cylon Raiders has 250 hp. The equivalent Assault Strike, the Marauder? 515.

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* HeavilyArmoredMook: Assault types. To illustrate, the weakest of the bog-standard mook Cylon Raiders has 250 hp. The equivalent Assault Strike, the Marauder? 515.



* LightningBruiser: Multirole ships, at least in their own classes. Speed and agility of an Interceptor, tank and weapon mounts of an Assault, computer capabilities of a Command. Really expensive bastards, though.
* MightyGlacier: Lines in general.

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* LightningBruiser: Multirole ships, at least in their own classes. Speed and agility of an Interceptor, tank and weapon mounts of an Assault, computer capabilities of a Command. Really expensive bastards, though.
though, and for slots they are only JackOfAllStats.
* MightyGlacier: Lines in general. Assault types within their classes, except for Lines which lean more to StoneWall.
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Playing as either a nugget or a new Centurion, you dive headlong into these events. Starting out in humble Strikes like the Viper or Raider, you can progress to larger Escorts, and then to Lines and Carriers that are dwarfed only by the Basestars and Battlestars. ''VideoGame/WorldOfWarcraft''-style raids do not exist; instead, there is a focus on system control, which involves defeating the other sides' Outposts while establishing your own, and PVP.

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Playing as either a nugget or a new Centurion, you dive headlong into these events. Starting out in humble Strikes like the Viper or Raider, you can progress to larger Escorts, and then to Lines and Carriers that are dwarfed only by the Basestars and Battlestars. ''VideoGame/WorldOfWarcraft''-style raids with storied instances and bosses do not exist; instead, there is a focus on system control, which involves defeating the other sides' Outposts while establishing your own, and PVP.

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* ArmsAndArmorThemeNaming: Colonial Escorts are named after weapons.
* AsteroidMiners: One option for players. It can be a BoringButPractical way of gaining exp.

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* ArmsAndArmorThemeNaming: Colonial Escorts are named after weapons.
* AsteroidMiners: One option for players. It can be a BoringButPractical way of gaining exp.exp, since you gain the same amount of exp regardless of your level, unlike with defeating mooks.



* ReligiousAndMythologicalThemeNaming: Both Colonial and Cylon Lines and Carriers are named after Norse Mythology.


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** ArmsAndArmorThemeNaming: Colonial Escorts are named after weapons.
** ReligiousAndMythologicalThemeNaming: Both Colonial and Cylon Lines and Carriers are named after Norse Mythology.
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* GangUpOnTheHuman: Your enemy and the unaligned drones have no love for each other, but that doesn't stop them from calling an informal truce to go after you if you blunder into the way.
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* {{Griefer}}: It's all too common to see players blowing away those tens of levels their inferior ForTheEvulz.
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* DeathIsASlapOnTheWrist: There is no real penalty for death. You merely get sent back to the nearest friendly Outpost, although it could be quite far from where you were if you've been going far behind enemy lines.
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Playing as either a nugget or a new Centurion, you dive headlong into these events. Starting out in humble Strikes like the Viper or Raider, you can progress to larger Escorts, and then to Lines and Carriers that are dwarfed only by the Basestars and Battlestars.

to:

Playing as either a nugget or a new Centurion, you dive headlong into these events. Starting out in humble Strikes like the Viper or Raider, you can progress to larger Escorts, and then to Lines and Carriers that are dwarfed only by the Basestars and Battlestars.
Battlestars. ''VideoGame/WorldOfWarcraft''-style raids do not exist; instead, there is a focus on system control, which involves defeating the other sides' Outposts while establishing your own, and PVP.
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* MightyGlacier: Lines in general.
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* HighSpeedMissileDodge: Possible, usually with Strikes, but not reliable. Don't forget your decoys.
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* NitroBoost: Boosting is a default option for all ships, though you naturally get smaller boosts off the bigger ships.

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* CallAHitPointASmeerp: Hull Points for HP (look ma, same short form!), power for mana and different types of currency. Tylium is used for basic purchases and doubles as fuel for NitroBoost or FTL jumps, Titanium for repairs, Cubits for high-end purchases ([[BribingYourWayToVictory which you can also convert real-world cash into]]) and Merits are used for the highest-end purchases like [[YouNukeEm nukes]].



* MusicalSpoiler: The music picks up when fired on.

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* MusicalSpoiler: The music picks up when fired on.you engage in behaviour that triggers the Threat indicator. Unfortunately, it's easy to trigger the indicator by accident.
* NecessaryDrawback:
** Weapons are divided into three types. One gives MoreDakka but is short-ranged, one has long range but poor rate of fire and the third offers a balance.
** Hull plating offers bonuses to [[CallAHitPointASmeerp hull points]], defence against normal attacks, defence against critical hits or a mix of two or more of those. The mixes give less of each individual attribute.
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* EveryBulletIsATracer



* NormalFishInATinyPond: The Battlestars and Basestars are superior to all the others players have regular access to.

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* NormalFishInATinyPond: The Battlestars and Basestars are superior to all the others other ships that players have regular access to.
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Sometime pre-New Caprica, a Cylon attack on the Rag Tag Fleet goes awry when inexplicable phenomena throws both Colonials and Cylons into an uncharted sector far beyond the Red Line. Both sides quickly dispatch forces to claim the systems in the sector, resulting in a back-and-forth struggle, while studying the remains of technology left behind by mysterious {{Precursors}} and trying to find a way back on track.

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Sometime pre-New Caprica, a Cylon attack on the Rag Tag Fleet goes awry when inexplicable phenomena throws both Colonials and Cylons into an uncharted sector far beyond the Red Line. With ''Galactica'' and the primary Basestar's FTL drives damaged, neither Colonial nor Cylon can just pack up and get a move on. Both sides quickly dispatch forces to claim the systems in the sector, resulting in a back-and-forth struggle, while studying the remains of technology left behind by mysterious {{Precursors}} and trying to find a way back on track.
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* EscortMission: Some plotline missions. You can also invert this by attacking enemy Freighters that have a complement of defenders.


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* ProtectionMission: Mining ships.
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* HeavilyArmoredMook: Assault types. To illustrate, the weakest of the bog-standard Cylon Raiders has 250 hp. The equivalent Assault Strike, the Marauder? 515.
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* LightningBruiser: Multirole ships, at least in their own classes. Speed and agility of an Interceptor, tank and weapon mounts of an Assault, computer capabilities of a Command. Really expensive bastards, though.
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* ISOStandardHumanSpaceship: Played straight for Colonials, averted with Cylons.
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* ATasteOfPower: One plotline mission gives you a chance to take an Escort-type starship for a spin. If you accept that mission as soon as it's available, it'll probably be the first time you're going to get to use an Escort if you haven't been BribingYourWayToVictory.
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* AntiPoopSocking: Several things are done for this:
** A gift of several items for logging in daily.
** Sidequests, called "Assignments", only refresh once a day, so you cannot build a backlog first and then go back to clear it when you have a long stretch of free time.
** Merits, a currency type available only through PVP or specific PVE encounters, have a cap on how many you can earn a day.


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* BreakOutTheMuseumPiece: The Cylon War Raider is just a First Cylon War-era Raider refitted to modern specs.
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* HyperspaceArsenal: Even a tiny strikecraft can carry thousands of rounds of ammo and various assorted equipment.

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* CharlesAtlasSuperpower: Skills training somehow improves the capabilities of your starships.



* FasterThanLightTravel: You get a handwave about having jump drives installed on Vipers, allowing you to not miss out even if you pick them over the Raptor.

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* FasterThanLightTravel: Of course! You get a handwave about having jump drives installed on Vipers, allowing you to not miss out even if you pick them over the Raptor.

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* AbsurdlyHighLevelCap: 250, when it already takes weeks for all but the most dedicated or [[BribingYourWayToVictory money-throwing]] players to reach ''20''!



* BribingYourWayToVictory: Many high-level items require Cubits. You can grind for the things, doing assignments, hoping for them in drops and looking for Water which can be traded in... or you can just fork out real cash.

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* BribingYourWayToVictory: Many high-level items items, including literal experience-buying, require Cubits. You can grind for the things, doing assignments, hoping for them in drops and looking for Water which can be traded in... or you can just fork out real cash.
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* NormalFishInATinyPond: The Battlestars and Basestars are superior to all the others players have regular access to.



* YouNukeEm: Nukes are available, but at high cost.

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* YouNukeEm: Nukes are available, but at high cost.cost.
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* MusicalSpoiler: The music picks up when fired on.
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* BottomlessMagazines: Mining cannons, which are less powerful than proper guns in return.
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* PointDefenseless: Lines are generally bad at killing Strikes. Escorts are better at flyswatting.

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* PointDefenseless: Lines are generally bad at killing Strikes. Escorts are better at flyswatting.flyswatting, but a good Strike pilot can still give them a run for their money.
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* TacticalRockPaperScissors: Strikes, with their mobility, can nibble Lines to death. Escorts are intended to defend against them, but their size makes them prey for Lines.

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* TacticalRockPaperScissors: Strikes, with their mobility, can nibble Lines to death. Escorts are intended to defend against them, but their size makes them prey for Lines. Carriers don't really fit.

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* DestructibleProjectiles: You can target missiles. Normal bullets are no-go though. Strikes usually are relegated to this role in big battles, where the presence of Escorts makes it hard for them to get any useful licks in.



* ShootTheBullet: You can target missiles. Strikes usually are relegated to this role in big battles, where the presence of Escorts makes it hard for them to get any useful licks in.
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* HealThyself: Damage Control Packs enable this.


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* RegeneratingHealth: All craft have self-repair capabilities that only work outside battle.
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''[[http://us.battlestar-galactica.bigpoint.com/ Battlestar Galactica Online]]'' is a browser-based spaceflight action MMO based on ''Series/BattlestarGalacticaReimagined''. It is free to play with purchasables.

Sometime pre-New Caprica, a Cylon attack on the Rag Tag Fleet goes awry when inexplicable phenomena throws both Colonials and Cylons into an uncharted sector far beyond the Red Line. Both sides quickly dispatch forces to claim the systems in the sector, resulting in a back-and-forth struggle, while studying the remains of technology left behind by mysterious {{Precursors}} and trying to find a way back on track.

Playing as either a nugget or a new Centurion, you dive headlong into these events. Starting out in humble Strikes like the Viper or Raider, you can progress to larger Escorts, and then to Lines and Carriers that are dwarfed only by the Basestars and Battlestars.

!This game provides examples of:

* ArmsAndArmorThemeNaming: Colonial Escorts are named after weapons.
* AsteroidMiners: One option for players. It can be a BoringButPractical way of gaining exp.
* AttackDrone: One type of mook.
* TheBattlestar: Averted for players. Escorts and Lines are pure combatants, while the Carriers don't have much to contribute to a straight fight.
* BribingYourWayToVictory: Many high-level items require Cubits. You can grind for the things, doing assignments, hoping for them in drops and looking for Water which can be traded in... or you can just fork out real cash.
* CorralledCosmos: The mysterious nature of the sector, far from known space, leaves both sides trying to figure out what's really going on and has turned their attention from escape.
* CrewOfOne: There's no mention of any other crew serving with your craft regardless of how many should be realistically needed.
* FasterThanLightTravel: You get a handwave about having jump drives installed on Vipers, allowing you to not miss out even if you pick them over the Raptor.
* HyperspeedEscape: Possible, but there's a severe penalty for the chargeup time needed if you try to jump out in combat, making it hard to do so.
* MoneySpider: Most mooks only drop salvage that can be exchanged for currency, but sometimes you'll get actual stuff like Cubits.
* PointDefenseless: Lines are generally bad at killing Strikes. Escorts are better at flyswatting.
* ReligiousAndMythologicalThemeNaming: Both Colonial and Cylon Lines and Carriers are named after Norse Mythology.
* ShootTheBullet: You can target missiles. Strikes usually are relegated to this role in big battles, where the presence of Escorts makes it hard for them to get any useful licks in.
* TacticalRockPaperScissors: Strikes, with their mobility, can nibble Lines to death. Escorts are intended to defend against them, but their size makes them prey for Lines.
* ThemeNaming: Cylon Escorts are named after ghosts.
* ThatsNoMoon: Defence Platforms are always disguised as asteroids.
* VendorTrash: Most drops.
* YouNukeEm: Nukes are available, but at high cost.

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