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->''Not to be confused with the various other video games named'' VideoGame/{{Battlezone}}
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* RenovatingThePlayerHeadquarters: Despite being a FPS, one of Battlezone's biggest draws is the base-building aspect that the majority of the game's levels encourage or sometimes require. Using a unique material called Bio-Metal, which can only be collected by the Scavenger units, players can build large bases full of hangers, ammo depots, power suppliers, silos, command centers, barracks, and gun towers (which will defend the base from the player's opponents and/or enemy AI).
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* StandardStatusEffects: The "Sandbag" non-locking missile inflicts "Slow" on targets by way of sticking any target hit with a magnetic anchoring device.

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* StandardStatusEffects: StatusEffects: The "Sandbag" non-locking missile inflicts "Slow" on targets by way of sticking any target hit with a magnetic anchoring device.
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* BoringButPractical: The standard Tank unit produced by the factory, the first option in its production list. While it doesn't have any special abilities, it's tough and worth its cost in nearly any situation.


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* MightyGlacier: The walker units. They are the toughest combatants, but pay for their power by being ludicrously slow.

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Merged per TRS


* ArtisticLicenseAstronomy: [[spoiler:Achilles]] with its Earth-like appearance, while its gravity and atmosphere can be justified by it being Earth-sized when compared to Uranus but it's still far from the Goldilocks zone of the Sun which would otherwise render it an iceball despite its molten core. That and, unless it had a very specific orbit, the whole planet would be shaded by Uranus if it went behind it in its orbit.


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* ArtisticLicenseSpace: [[spoiler:Achilles]] with its Earth-like appearance, while its gravity and atmosphere can be justified by it being Earth-sized when compared to Uranus but it's still far from the Goldilocks zone of the Sun which would otherwise render it an iceball despite its molten core. That and, unless it had a very specific orbit, the whole planet would be shaded by Uranus if it went behind it in its orbit.

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* CrewOfOne
* CuteMachines: The ISDF "Service Truck" looks like a portly robot wearing a top hat.

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* CrewOfOne
CrewOfOne: All vehicles are piloted by a single infantryman.
* CuteMachines: CuteMachines:
**
The ISDF "Service Truck" looks like a portly robot wearing a top hat.hat.
** The Recycler has markings on it that look like an embarrassed face.
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* ShoutOut: In the UpdatedReRelease, the AI picks a random taunt from a bevy of pop-culture references, such as [[Film/TheTwoTowers Open war is upon you, wether you'd risk it or not"]] and [[Film/{{Aliens}} "What the hell are we supposed to use, man? Harsh language?"]]

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* ShoutOut: In the UpdatedReRelease, the AI picks a random taunt from a bevy of pop-culture references, such as [[Film/TheTwoTowers Open "Open war is upon you, wether you'd risk it or not"]] not,"]] and [[Film/{{Aliens}} "What the hell are we supposed to use, man? Harsh language?"]]

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* ShoutOut: In the UpdatedReRelease, the AI picks a random taunt from a bevy of pop-culture references, such as [[Film/TheTwoTowers Open war is upon you, wether you'd risk it or not"]] and [[Film/{{Aliens}} "What the hell are we supposed to use, man? Harsh language?"]]



* ShoutOut: In the UpdatedReRelease, the AI picks a random taunt from a bevy of pop-culture references, such as [[Film/TheTwoTowers Open war is upon you, wether you'd risk it or not"]] and [["Film/{{Aliens}} "What the hell are we supposed to use, man? Harsh language?"]]
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* ShoutOut: In the UpdatedReRelease, the AI picks a random taunt from a bevy of pop-culture references, such as [[Film/TheTwoTowers Open war is upon you, wether you'd risk it or not"]] and [["Film/{{Aliens}} "What the hell are we supposed to use, man? Harsh language?"]]

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* CuteMachines: The ISDF "Service Truck" looks like a portly robot wearing a top hat.



* WeaponisedLandmark: Kind of. An early cinematic sees the Voyager 2 probe picking up a threat in space. It retracts its antennas and transforms into laser-armed "battlemode".

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* WeaponisedLandmark: Kind of. An early cinematic sees the Voyager 2 probe picking up a threat in space. It retracts its antennas and transforms into laser-armed its chaingun-armed "battlemode".

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* FamilyUnfriendlyDeath:
** Completing the Europa missions for the NSDF shows a screen of a bloated CCA soldier half-buried in the snow with his faceplate shattered. Dying during the Soviet campaign will show a picture of your character's skeleton in a heavily damaged spacesuit.
** In 2, the Game Over screen shows a liquified ISDF soldier oozing out of his suit.

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* FamilyUnfriendlyDeath:
**
FamilyUnfriendlyDeath: Completing the Europa missions for the NSDF shows a screen of a bloated CCA soldier half-buried in the snow with his faceplate shattered. Dying during the Soviet campaign will show a picture of your character's skeleton in a heavily damaged spacesuit.
** In 2, the Game Over screen shows a liquified ISDF soldier oozing out of his suit.
spacesuit.

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* FamilyUnfriendlyDeath: Completing the Europa missions for the NSDF shows a screen of a bloated CCA soldier half-buried in the snow with his faceplate shattered. Dying during the Soviet campaign will show a picture of your character's skeleton in a heavily damaged spacesuit.

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* FamilyUnfriendlyDeath: FamilyUnfriendlyDeath:
**
Completing the Europa missions for the NSDF shows a screen of a bloated CCA soldier half-buried in the snow with his faceplate shattered. Dying during the Soviet campaign will show a picture of your character's skeleton in a heavily damaged spacesuit.spacesuit.
** In 2, the Game Over screen shows a liquified ISDF soldier oozing out of his suit.
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* CrippingOverspecialization: Some of the units in the game are specialized for a specific role a bit too much for their own good, especially when customized with additional weapons.

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* CrippingOverspecialization: CripplingOverspecialization: Some of the units in the game are specialized for a specific role a bit too much for their own good, especially when customized with additional weapons.

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* ConvectionSchmonvection: Averted, [[ArtisticLicensePhysics though it brings up another issue entirely]] - The lava on Io will damage your tank as you hover over it, but heat convection requires a medium - and Io has only a trace atmosphere. It could be argued that the heat is ''radiating'' off of the lava but your equipment would have to be radiation proof already to survive being so close to Jupiter and it's also implied your units and structures can survive the 872 °F ambient temperature on Venus.

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* ConvectionSchmonvection: Averted, [[ArtisticLicensePhysics though it brings up another issue entirely]] - The lava on Io will damage your tank as you hover over it, it (and kills you near-instantly if you go near it outside your tank), but heat convection requires a medium - and Io has only a trace atmosphere. It could be argued that the heat is ''radiating'' off of the lava but your equipment would have to be radiation proof already to survive being so close to Jupiter and it's also implied your units and structures can survive the 872 °F ambient temperature on Venus.



* CrippingOverspecialization: Some of the units in the game are specialized for a specific role a bit too much for their own good, especially when customized with additional weapons.
** Rocket tanks are capable of unleashing withering long-range fire with near-unavoidable homing rockets, a veritable MacrossMissileMassacre when equipped with a TAG Cannon, or even mortar fire if customized, but pay for it by ''all'' of their weapon options being inefficient with the ammo. They can very rapidly kill mobile units, but often fail to kill a hardened target like a Recycler before running out unless the player expends resources to upgrade them with mortars... which renders the AI unable to use the missiles anymore.
** Bombers with their dual Rocket Bombs are capable of delivering a CurbstompBattle to practically anything they get their sights on... but ''turning around'' is something they are ''really'' not good at. If they fail to kill the target quickly with their overwhelming firepower and said target ends up anywhere other than in front of the bomber, that situation will turn into a CurbstompBattle in the other direction real fast. They also suffer from having no weaker weapons for targets against whom Rocket Bombs would be overkill unless upgraded with one.



* EnemyDetectingRadar: Every vehicle is equipped with this, and also gives off a signature that can be detected by everybody else. [[HomingProjectile The Comet Cruise missile uses this to track targets.]] The RED-Field Generator, or Radar Echo Dampening Field Generator, can fool said missile as it completely masks the radar signature of the vehicle using it. The sequel gives every unit radar-specific stats; blip rate, detection radar, and inherent stealth. Turrets, for example, cannot be detected through terrain, and scout units have a huge radar range with a fast blip rate, while assault vehicles radar barely extends to their weapons range.

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* EnemyDetectingRadar: Every vehicle is equipped with this, and also gives off a signature that can be detected by everybody else. [[HomingProjectile The Comet Cruise missile uses and WASP missile use this to track targets.]] The RED-Field Generator, or Radar Echo Dampening Field Generator, can fool said missile missiles as it completely masks the radar signature of the vehicle using it. The sequel gives every unit radar-specific stats; blip rate, detection radar, and inherent stealth. Turrets, for example, cannot be detected through terrain, and scout units have a huge radar range with a fast blip rate, while assault vehicles radar barely extends to their weapons range.



* HomingProjectile: Several kinds. The ILS (Image Locking Shadower) missile locks onto the visual signature of a target but can be spoofed by the Phantom VIR device or simply ducking behind cover. The "TAG Cannon" fires a homing tag, followed by a swarm of missiles. The "Thermal Hornet" tracks heat signatures but can be diverted by "Solar Flare" mines. The "Comet" Cruise Missile locks onto radar signatures but can be shaken off by the RED-Field Generator. There's also the slow-moving, massively damaging WASP (Wicked-Ass Super Projectile) missiles used by [[spoiler: the Furies]], which cannot be fooled but [[ShootTheBullet can be destroyed in-flight]] as they hover off the ground. [[VideoGame/{{Battlezone1980}} Sound familiar?]]

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* HomingProjectile: Several kinds. The ILS (Image Locking Shadower) missile locks onto the visual signature of a target but can be spoofed by the Phantom VIR device or simply ducking behind cover. The "TAG Cannon" fires a homing tag, followed by a swarm of missiles. The "Thermal Hornet" tracks heat signatures but can be either diverted by "Solar Flare" mines. mines or spoofed by the Phantom VIR. The "Comet" Cruise Missile locks onto radar signatures but can be shaken off by the RED-Field Generator. There's also the slow-moving, massively damaging and WASP (Wicked-Ass Super Projectile) missiles used by [[spoiler: the Furies]], which cannot be fooled Furies]] lock onto radar signatures but [[ShootTheBullet can be destroyed in-flight]] as they hover shaken off by the ground.RED-Field Generator. [[VideoGame/{{Battlezone1980}} Sound familiar?]]


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* InvisibilityCloak: The Phantom VIR special weapon turns the tank it's mounted on invisible when activated. The tank is still visible on radar, can be targeted with the T key and the AI isn't fooled either, but neither Shadower nor Hornet missiles can lock onto the tank.

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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* AbnormalAmmo: All of your weapons utilize the same pool of ammunition, courtesy of NanoMachines. What they actually ''fire'' varies greatly, from bog-standard [[MoreDakka bullets and cannon shells]] to [[FrickinLaserBeams lasers and microwave beams.]]

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* AbnormalAmmo: All of your weapons utilize the same pool of ammunition, courtesy of NanoMachines. What they actually ''fire'' varies greatly, from bog-standard [[MoreDakka bullets and cannon shells]] to [[FrickinLaserBeams [[EnergyWeapon lasers and microwave beams.]]



* EnergyWeapon: The Blast Cannon and the Flash Cannon ([[InSeriesNickname Also known as the Hot Foot]]), though the latter is actually [[DisintegratorRay a microwave beam.]]



* FrickinLaserBeams: The Blast Cannon and the Flash Cannon ([[InSeriesNickname Also known as the Hot Foot]]), though the latter is actually [[DisintegratorRay a microwave beam.]]
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ymmv per TRS


* SequelDifficultyDrop: ''Combat Commander'' is a much less brutal game than ''1998'' was; you have a limitless source (though limited storage) of biometal from the biometal pools, units as a whole have a ''lot'' more health, and your own units are much more competent and [[ArtificialStupidity less likely to run you over]] than they were in the first game.
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** How fast the different types of missiles lock onto a unit or structure depends on a heat/image/radar signature size defined for each unit and structure in the game, [[GuideDangIt which is not stated anywhere in the game and even the sequel only reveals in the manual]].


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* MisguidedMissile: Getting between a heat-seeking Thermal Hornet missile and its target in a vehicle with a greater heat signature than that of the target is inadvisable, as it causes the missile to switch targets to whoever's got the strongest heat signature. This can also be done deliberately by dropping a Solar Flare mine, whose colossal heat signature attracts all Hornets within a sizable radius.
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* SlippySlideyIceWorld: Europa, Ganymede and Titan all have surface compositions of water ice. Europa being the most pure while Ganymede and Titan have a mixed surface of ice and rock.

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* SlippySlideyIceWorld: Europa, Ganymede and Titan all have surface compositions of with water ice. Europa being the most pure while Ganymede and Titan have a mixed surface of ice and rock.
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* LudicrousGibs: Astronauts will explode in a shower of gibs when shot or run over. The only time they have a proper death animation is when they're shot with a sniper rifle while outside of a tank.

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* LudicrousGibs: Astronauts will explode in a shower of gibs when shot or run over. The only time they have a proper death animation is when they're shot with a sniper rifle while outside of a tank.vehicle. This is sadly absent in Redux as everything was switched over to using .mesh models versus the .geo models that were capable of breaking apart.
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** The mobile structures have to be set up on steam geysers for power. The Moon is geologically dead and has no ([[ScienceMarchesOn liquid]]) water, and Europa is an iceball, yet they are still easy to find.

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** The mobile structures have to be set up on steam geysers for power. The Moon is geologically dead and has no ([[ScienceMarchesOn liquid]]) water, and Europa is an iceball, yet they are still easy to find. Fluff for the sequel explains that scrap left on the ground eventually seeps underground, generating geothermal pockets and, if left for even longer, grows into veins of liquid bio-metal that appear as surface pools for extractors to be built over.
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* HistoricalInJoke: The famous photo of Neil Armstrong on the moon was taken by General Collins, commander of the NSDF moon base located scant meters from Neil's landing site. NASA thought it was a major mistake to release the picture.

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* HistoricalInJoke: The famous photo of Neil Armstrong on the moon was taken by General Collins, commander of the NSDF moon base located scant meters from Neil's landing site. NASA The NSA thought it was a major mistake to release the picture.
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* ChargedAttack: The MAG (Magnetic Accelerator Gun) Cannon has different attacks depending on how long you charge it. The Combat variant sprays the projectiles in a shotgun spread with longer charges making the spray tighter and a full charge unleashing a barrage of powerful projectiles. The Assault variant works like it does in the first game with short charges producing streams of small projectiles and longer charges firing less but more bigger projectiles. Unlike in the first game, the weapon will continue to consume ammo at full charge.

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* ChargedAttack: The MAG (Magnetic Accelerator Gun) Cannon has different attacks depending on how long you charge it. The Combat variant sprays the projectiles in a shotgun spread with longer charges making the spray tighter and a full charge unleashing a barrage for the first three stages while the last three instead unleash salvos of powerful projectiles. The Assault variant works like it does in the first game with short charges producing streams of small projectiles and longer charges firing less but more bigger projectiles. Unlike in the first game, the weapon will continue to consume ammo at full charge.

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* GroundWave: This game has two forms of this, first being the Thumper special weapon that dumps a large amount of your {{Hover Tank}}s nano-ammunition into the ground, causing a travelling lump of terrain that upends and spins vehicles caught in the path and it's particularly effective at spinning walkers around, leaving them unable to target you until they land. The Day Wrecker bomb launched by the Supply Launch Facility (Armory) also causes a short, circular wave in the terrain when it detonates.

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* GroundWave: This game has two forms of this, first being the Thumper special weapon that dumps a large amount of your {{Hover Tank}}s nano-ammunition into the ground, ground through the V-Thrusters, causing a travelling lump of terrain that upends and spins vehicles caught in the path and it's particularly effective at spinning walkers around, leaving them unable to target you until they land. The Day Wrecker bomb launched by the Supply Launch Facility (Armory) also causes a short, circular wave in the terrain when it detonates.



* IndustrialWorld: In the ''Forgotten Enemies'' mod, the planet Facility is covered almost entirely in machinery, with huge cranes, fuel tanks, and heat sinks dotting the surface. The atmosphere is tainted green, and the only exposed land is brown, lifeless rock.
* InNameOnly: It has almost nothing in common with the earlier game, except one shot in the intro that shows a vector-based radar screen on the panel of a hovertank. Then again, the earlier game didn't have a ''plot''. That said, the Furies and their weapons are heavily based on the original's saucers.

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* IndustrialWorld: In the ''Forgotten Enemies'' mod, the planet Facility is covered almost entirely in machinery, with huge cranes, fuel tanks, and heat sinks dotting the surface. The atmosphere is tainted green, and the only exposed land is brown, lifeless rock.
* InNameOnly: It has almost nothing in common with the earlier game, except one shot in the intro that shows a vector-based radar screen on the panel of a hovertank. Then again, the earlier game didn't have a ''plot''. That said, the Furies and their weapons are heavily based on the original's saucers.original saucers and buzz bombs.
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* AllGravityIsTheSame: It doesn't matter if you're on the Moon, Venus, Mars, Titan or wherever, everything acts as if they are subjected to the same amount of gravity across all satellites and planets. This is even more blatant in the sequel where you start the game on Pluto, a dwarf with a surface gravity of ''0.62 m/s'' and the intro shows Major Manson walking and running as if it were 9.807 m/s.

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* AllGravityIsTheSame: It doesn't matter if you're on the Moon, Venus, Mars, Titan or wherever, everything acts as if they are subjected to the same amount of gravity across all satellites and planets. This is even more blatant in the sequel where you start the game on Pluto, a dwarf with a surface gravity of ''0.62 m/s'' m/s[[superscript:2]]'' and the intro shows Major Manson walking and running as if it were 9.807 m/s.m/s[[superscript:2]].

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* AllGravityIsTheSame: It doesn't matter if you're on the Moon, Venus, Mars, Titan or wherever, everything acts as if they are subjected to the same amount of gravity across all satellites and planets. This is even more blatant in the sequel where you start the game on Pluto, a dwarf with a surface gravity of ''0.62 m/s
'' and the intro shows Major Manson walking and running as if it were 9.807 m/s.

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* AllGravityIsTheSame: It doesn't matter if you're on the Moon, Venus, Mars, Titan or wherever, everything acts as if they are subjected to the same amount of gravity across all satellites and planets. This is even more blatant in the sequel where you start the game on Pluto, a dwarf with a surface gravity of ''0.62 m/s
''
m/s'' and the intro shows Major Manson walking and running as if it were 9.807 m/s.

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* AllGravityIsTheSame: It doesn't if you're on the Moon, Venus, Mars, Titan or wherever, everything acts as if they are subjected to the same amount of gravity across all satellites and planets. This is even more blatant in the sequel where you start the game on Pluto, a dwarf with a surface gravity of ''0.62 m/s
'' and the intro shows Major Manson walking and running as if it were 9.807 m/s
.

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* AllGravityIsTheSame: It doesn't matter if you're on the Moon, Venus, Mars, Titan or wherever, everything acts as if they are subjected to the same amount of gravity across all satellites and planets. This is even more blatant in the sequel where you start the game on Pluto, a dwarf with a surface gravity of ''0.62 m/s
'' and the intro shows Major Manson walking and running as if it were 9.807 m/s
.
m/s.
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* AllGravityIsTheSame: It doesn't if you're on the Moon, Venus, Mars, Titan or wherever, everything acts as if they are subjected to the same amount of gravity across all satellites and planets. This is even more blatant in the sequel where you start the game on Pluto, a dwarf with a surface gravity of ''0.62 m/s
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* ArtificialStupidity: Scavengers are infamous for running the player over when on foot. Units will sometimes get stuck in buildings, or taking meandering paths for no apparent reason. The pathfinding AI was improved in the 2011 1.5 patch, though Scavengers still sometimes try to scale sheer cliffs to grab scrap. Tank AI is often suicidally single-minded, focusing on the first thing that damages them to the exclusion of everything else. Gun Towers are easy to fool, once they spot you, they will target you while you're still in range even if you're hiding behind a hill, allowing other units to destroy it('s power source) easily.

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* ArtificialStupidity: Scavengers are infamous for running the player over when on foot. Units will sometimes get stuck in buildings, or taking meandering paths for no apparent reason. The pathfinding AI was improved in the 2011 1.5 patch, though Scavengers still sometimes try to scale sheer cliffs to grab scrap. Tank AI is often suicidally single-minded, focusing on the first thing that damages them to the exclusion of everything else. Gun Towers are easy to fool, once they spot you, they will target you while you're still in range even if you're hiding behind a hill, allowing other units to destroy it('s it(s power source) easily.
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* IndustrialWorld: In the ''Forgotten Enemies'' mod, the planet Facility is covered almost entirely in machinery, with huge cranes, fuel tanks, and heat sinks dotting the surface. The atmosphere is tainted green, and the only exposed land is brown, lifeless rock.
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* DoesThisRemindYouOfAnything: Braddock's address to his troops on Titan, [[AllThereInTheManual found in the manual,]] has suspiciously similar language to WarOnTerror rhetoric, though the game is older than such.

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* DoesThisRemindYouOfAnything: Braddock's address to his troops on Titan, [[AllThereInTheManual found in the manual,]] has suspiciously similar language to WarOnTerror UsefulNotes/TheWarOnTerror rhetoric, though the game is older than such.

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