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* InstantWinCondition: Securing all the uplinks in conquest mode or securing the Alpha uplink in siege mode will result in an instant victory. In-universe, this is justified by the introduction of the NuclearNullifier SLAMS missile shield, controlled by said uplinks. It is implied that the losing army has to quickly evacuate before the winning side simply obliterates the stragglers with air superiority. A few news blurbs even make note of entire ''carrier groups'' being casually wiped out with WMD strikes.
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''[=EndWar=]'' is a real-time strategy game in the Creator/TomClancy line that attempts to capture the notion of modern warfare through aversion or subversion of the tropes we usually associate with real time strategy.

...if only it were that easy.

The story of the game centers around the obvious: WorldWarIII. Set TwentyMinutesIntoTheFuture, major nuclear terrorism in the Middle East in 2016 causes gas prices to skyrocket, with Russia becoming the world's only major exporter of oil. In 2017, the [[KillSat orbital anti-ICBM shield]] jointly deployed by the European Union and the United States goes online, ending the threat of worldwide nuclear war. At the same time, Russia's export of oil and energy causes them to experience a significant economic boom, allowing them to become an international military and economic superpower again. In response to this, Western Europe forges a new charter for the Union, becoming the [[UnitedEurope European Federation]] - with the notable exception of Great Britain. The prologue to the game begins in 2020, with the US about to complete the Freedom Star orbital military platform, which will shift the balance of power - which upsets the EF, who leaves NATO.

That was a lot. You can get a drink, now, and come back when you're ready. The next section spoils the tutorial, for your information.

Needless to say, everything goes wrong. [[FalseFlagOperation "Terrorists"]] attack the three superpowers. The US attacks the EF, believing they're funding the terrorists, because Russia planted the evidence. Before those two can compare notes and come to a conclusion, Russia manages to slip in (again, in the guise of the terrorists) and hijack the missile shield with a virus, and the Freedom Star lifter is mistaken for an ICBM by the missile shield and exploded. Presto. {{World War III}}. The player takes on the role of a battalion commander for an elite force on one of three sides of the conflict:

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''[=EndWar=]'' ''[=Tom Clancy's EndWar=]'' is a real-time strategy tactics game in the Creator/TomClancy line franchise that attempts to capture the notion of modern warfare through aversion or subversion of the tropes we usually associate with real time strategy.

...if only it were that so easy.

The story of the game centers around the obvious: WorldWarIII. Set TwentyMinutesIntoTheFuture, major nuclear terrorism in the Middle East in 2016 causes gas prices to skyrocket, with Russia soon after becoming the world's only major exporter of oil. leading supplier in petroleum. In 2017, the [[KillSat orbital anti-ICBM shield]] jointly deployed by the European Union and the United States goes online, supposedly ending the threat of worldwide nuclear war. At the same time, Russia's export of crude oil and energy causes them to experience a significant economic boom, boom period, allowing them to become an international military and economic superpower again. In response to this, Western Europe forges a new charter for the Union, becoming the [[UnitedEurope European Federation]] - with the notable exception of Great Britain.the United Kingdom, who with Ireland forms their own union known as the "New Commonwealth," which remains neutral but allows European forces to man the missile defense uplink sites on its territory. The prologue to the game begins in 2020, with the US about to complete the Freedom Star orbital military platform, which will shift the balance of power - which upsets the EF, who leaves NATO.

That was For lack of a lot. You can get a drink, now, and come back when you're ready. The next section spoils the tutorial, for your information.

Needless to say,
better word, everything goes wrong.wrong from here. [[FalseFlagOperation "Terrorists"]] attack the three superpowers. The US attacks the EF, believing they're funding the terrorists, because Russia planted the evidence. Before those two can compare notes and come to a conclusion, Russia manages to slip in (again, in the guise of the terrorists) and hijack the missile shield with a virus, and the Freedom Star lifter is mistaken for an ICBM by the missile shield and exploded.is blown up. Presto. {{World War III}}.

The player takes on the role of a battalion commander for an elite force on one of three sides of the conflict:
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Useful Notes/ pages are not tropes


* [[RussiansWithRustingRockets Russians with Refurnished Rockets]]: While decidedly conventional compared to the Americans and Europeans (relying more on MoreDakka and old-fashioned heavy armor), the Russians by 2020 are a military powerhouse more than capable of beating both sides back. And they seem to have no qualms of doing ''anything'' for the Motherland.
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* ArmourPiercingAttack: Special attacks, air strikes and WMDs bypass shields completely. This can be used to quickly [[CoupDeGrace execute fleeing enemies]] when the unit can't stay around to engage.

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* ArmourPiercingAttack: Special attacks, air strikes and WMDs [=WMDs=] bypass shields completely. This can be used to quickly [[CoupDeGrace execute fleeing enemies]] when the unit can't stay around to engage.
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** [[spoiler: Third Echelon has been branded as a terrorist organization and replaced with Fourth Echelon]], [[spoiler: [=EndWar=], HAWX, and VideoGame/GhostRecon disagree about the timing and the nature of the war with Russia]]
** [[spoiler: it seems to ignore or not mention the previous total war with Russia, which ended in total defeat ''for'' Russia, in the first Ghost Recon, even though it happened less than a decade before [=EndWar=].]]

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** [[spoiler: Third [[spoiler:Third Echelon has been branded as a terrorist organization and replaced with Fourth Echelon]], [[spoiler: [=EndWar=], [[spoiler:[=EndWar=], HAWX, and VideoGame/GhostRecon disagree about the timing and the nature of the war with Russia]]
Russia.]]
** [[spoiler: it [[spoiler:It seems to ignore or not mention the previous total war with Russia, which ended in total defeat ''for'' Russia, in the first Ghost Recon, even though it happened less than a decade before [=EndWar=].]]
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** [[spoiler: Third Echelon has been branded as a terrorist organization and replaced with Fourth Echelon]], [[spoiler: [=EndWar=], HAWX, and GhostRecon disagree about the timing and the nature of the war with Russia]]

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** [[spoiler: Third Echelon has been branded as a terrorist organization and replaced with Fourth Echelon]], [[spoiler: [=EndWar=], HAWX, and GhostRecon VideoGame/GhostRecon disagree about the timing and the nature of the war with Russia]]



* LateArrivalSpoiler: [[spoiler:Captain Scott Mitchell]] (of the ''GhostRecon: Advanced Warfighter'' series) is alive and well in this game, so if you play this before ''Advanced Warfighter 2'' [[spoiler:(where Mitchell is last seen critically injured and being evacuated due to his injuries)]], the impact of that game's ending is rendered pointless.

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* LateArrivalSpoiler: [[spoiler:Captain Scott Mitchell]] (of the ''GhostRecon: Advanced Warfighter'' ''VideoGame/GhostReconAdvancedWarfighter'' series) is alive and well in this game, so if you play this before ''Advanced Warfighter 2'' [[spoiler:(where Mitchell is last seen critically injured and being evacuated due to his injuries)]], the impact of that game's ending is rendered pointless.
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** European Panther 1A3 Tanks, with their reporting name calling back to the rightly feared Panther tanks of the [[WorldWar2 previous World War.]]

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** European Panther 1A3 Tanks, with their reporting name calling back to the rightly feared Panther tanks of the [[WorldWar2 [[UsefulNotes/WorldWarII previous World War.]]
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* InterserviceRivalry: Implied through some of the quotes from the Force Recon units, showing some disdain from the regular grunts for the special forces that the player commands.
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* LethalJokeCharacter: Command vehicles appear to be practically useless in combat, only armed with a single short-changed defensive weapon that you can't even control. In fact, the entire game works to portray the vehicle as a rear support vehicle, from the in-game tips literally declaring the vehicle ineffective in combat to the vehicle being granted a "bodyguard" of drones to protect and handle the footslogging for it. What they ''don't'' tell you, however, is that the vehicle has the single highest health of any unit in the game and its "defensive" weapon has a monstrously high damage output. Granted, the vehicle is slow enough such that it can't chase down fleeing enemies, but it's sheer survivability makes it useful as a [[barrierWarrior battering ram]], simply driving up to and parking on top of a defended position. The enemies are forced to abandon their post or tank the damage of the command vehicle's gun (particularly useful in breaking force recon or uplink defenders as they cannot flee). Commanders underestimating the power of the command vehicle have had units singlehandedly wiped out.

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* LethalJokeCharacter: Command vehicles appear to be practically useless in combat, only armed with a single short-changed short-ranged defensive weapon that you can't even control. In fact, the entire game works to portray the vehicle as a rear support vehicle, vehicle - from the in-game tips literally declaring the vehicle ineffective in combat to the vehicle being granted a "bodyguard" of drones to protect and handle the footslogging for it. What they ''don't'' tell you, however, is that the vehicle has the single highest health of any unit in the game and its "defensive" weapon has a monstrously high damage output. Granted, the vehicle is slow enough such that it can't chase down fleeing enemies, but it's its sheer survivability makes it useful as a [[barrierWarrior [[BarrierWarrior battering ram]], simply driving up to and parking on top of a defended position. The enemies are forced to either abandon their post or tank the damage of the command vehicle's gun (particularly useful in breaking force recon or uplink defenders as they cannot flee). Commanders underestimating the power of the command vehicle have had units singlehandedly wiped out.
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* LethalJokeCharacter: Command vehicles appear to be practically useless in combat, only armed with a single short-changed defensive weapon that you can't even control. In fact, the entire game works to portray the vehicle as a rear support vehicle, from the in-game tips literally declaring the vehicle ineffective in combat to the vehicle being granted a "bodyguard" of drones to protect and handle the footslogging for it. What they ''don't'' tell you, however, is that the vehicle has the single highest health of any unit in the game and its "defensive" weapon has a monstrously high damage output. Granted, the vehicle is slow enough such that it can't chase down fleeing enemies, but it's sheer survivability makes it useful as a [[barrierWarrior battering ram]], simply driving up to and parking on top of a defended position. The enemies are forced to abandon their post or tank the damage of the command vehicle's gun (particularly useful in breaking force recon or uplink defenders as they cannot flee). Commanders underestimating the power of the command vehicle have had units singlehandedly wiped out.
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* EcoTerrorist: The novelized version has a terrorist group led by a guy named Green Vox. They're an environmental group and during the [[spoiler:Soviet invasion of Canada]] decide to blow up the oil fields with NUCLEAR WEAPONS... because oil is polluting the environment!
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** Almost all units get quite enthusiastic when holding the advantage in a fight.
--> '''JSF Vehicle:''' "That's it! We're murdering 'em!"

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* OhCrap: Radio chatter from units who are at a disadvantage consists primarily of them discussing how screwed they are, usually at high volume and with a lot of panic in their voices.

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* OhCrap: OhCrap:
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Radio chatter from units who are at a disadvantage consists primarily of them discussing how screwed they are, usually at high volume and with a lot of panic in their voices.

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A bad and ultimately pointless description, especially because it applied to all such units.


** The JSF is also described as being faster than the other two factions, with a doctrinal emphasis on "High speed, low drag." In actual fact, the EFEC tend to have a slight edge in speed, while the JSF actually boasts superior range and accuracy to their opponents.



** European Panther 1A3 Tanks. Used in masse, with they fast-firing 120mm main guns, they can destroy almost evertyhing in the field.

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** European Panther 1A3 Tanks. Used in masse, Tanks, with they fast-firing 120mm main guns, they can destroy almost evertyhing in their reporting name calling back to the field.rightly feared Panther tanks of the [[WorldWar2 previous World War.]]


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* OhCrap: Radio chatter from units who are at a disadvantage consists primarily of them discussing how screwed they are, usually at high volume and with a lot of panic in their voices.
** The typical player reaction whenever their [=XO=] begins an update with "Check Unit X...", as this is always used to notify them that a unit is facing its "predator" in the [[TacticalRockPaperScissors Combat Chain]]. You'd better hope you can get them out of there or bring in your own support real fast.
** Writ large on the faces of the players command staff when your opponent drops their WMD, as shown in the reaction vignette. Likely the players too, as they're about to lose a lot of soldiers ''and'' the battle has now escalated a far more frantic, no holds barred stage.
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** One possible callsign for American [=IFV=]s is [[CitizenKane Rosebud]].

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** One possible callsign for American [=IFV=]s is [[CitizenKane [[Film/CitizenKane Rosebud]].

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* KickThemWhileTheyAreDown: Units that lose 75% of their HP are "down", and send up a flare to signal for evacuation after recharging their shields. Particularly unpleasant enemies may continue firing on them, or at their transport choppers, in order to kill them completely (see: LostForever). The acceptability, fairness, and overall jerkitude of using this tactic is debated in multiplayer games.

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* KickThemWhileTheyAreDown: Units that lose 75% of their HP are "down", and send up a flare to signal for evacuation after recharging their shields. Particularly unpleasant enemies may continue firing on them, or at their transport choppers, in order to kill them completely (see: LostForever).completely. The acceptability, fairness, and overall jerkitude of using this tactic is debated in multiplayer games.



* LostForever: Any unit which ''completely'' loses their HitPoints is removed from your persistent battalion - as is its experience. It's immediately replaced by a green unit, but still, you feel it.



* PermanentlyMissableContent: Any unit which ''completely'' loses their HitPoints is removed from your persistent battalion - as is its experience. It's immediately replaced by a green unit, but still, you feel it.



** It should be noted that units being 'killed' in the game are LostForever, which doesn't always happen with your units being hit by a WMD, but it will make them incapable of fighting.

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** It should be noted that units being 'killed' in the game are LostForever, [[PermanentlyMissableContent lost forever]], which doesn't always happen with your units being hit by a WMD, but it will make them incapable of fighting.

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** The ''ElitePack'' DLC added [[UpToEleven Elite Armies]] ''[[UpToEleven for]]'' [[UpToEleven the Elite Armies]]: the JSF 15th Special Operations, Spetsnaz Alpha Brigade and EF Battlegroup 1. How Elite? Where every other army is lead by a [[ColonelBadass Colonel]], this one is lead by a [[FourStarBadass General]]. Heck, 40 turns into the game, the overall commander of the '''entire faction''' takes over the Elite battalion (for the AI).

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** The ''ElitePack'' ''Elite Pack'' DLC added [[UpToEleven Elite Armies]] ''[[UpToEleven for]]'' [[UpToEleven the Elite Armies]]: the JSF 15th Special Operations, Spetsnaz Alpha Brigade and EF Battlegroup 1. How Elite? Where every other army is lead by a [[ColonelBadass Colonel]], this one is lead by a [[FourStarBadass General]]. Heck, 40 turns into the game, the overall commander of the '''entire faction''' takes over the Elite battalion (for the AI).



* InvadedStatesOfAmerica: Battles can happen in the US.

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* InvadedStatesOfAmerica: Battles can happen in the US.US, including [[WashingtonDCInvasion Washington DC]].



* SceneryGorn: A large battle (or WMD strike) will eventually end with a significant portion of the city flattened, bodies littering the streets, forests burning down and the husks of vehicles dotting the landscape.

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* SceneryGorn: SceneryGorn:
**
A large battle (or WMD strike) will eventually end with a significant portion of the city flattened, bodies littering the streets, forests burning down and the husks of vehicles dotting the landscape.
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* NuclearNullifier: Following Saudi Arabia getting crippled in 2016 by a nuclear terrorist attack, the US and EU created the SLAMS (Space-Land-Air Missile Shield) System, an anti-ballistic missile defense that rendered strategic nuclear warfare obsolete. Unfortunately, it also had the side effect of making large scale conventional warfare possible again, which would cause a rise in tensions that would eventually lead to World War III.
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*** Though there is a possible reference: One of the nicknames a JSF command vehicle (presumably where the battalion commander is) can get is [[Film/Scarface1983 Scarface]], and in Generation Kill the commander of the 1st Recon Battalion is nicknamed [[Film/TheGodfather Godfather]].
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** Subverted in "Endwar Online" - after ten years of war, [[PhyrricVictory NONE of the factions won]], [[MutuallyAssuredDestruction the war has blasted all of their territories back to the stone age]], [[BalkanizeMe and their former territories have fallen into breakaway states]] [[EnemyCivilWar and civil war]]. Double-Subverted in that the goal of "Endwar Online" is to not just reunite the selected faction, but also to "win the Endwar" [[HereWeGoAgain by conquering the other two factions]].
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* CapitalOffensive: In this game, part of the win conditions for defeating a superpower is taking their capital city in a three part battle. These capitals are Washington DC for the United States, Paris for the European Federation, and Moscow for Russia.

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* BondOneLiner: Just prior to bringing up the mission results screen, your [=XO's=] will make rather nasty quips about your opponents if you won. For example, beating the EFEC as the JSF yields...or beating the JSF with the EFEC:
--> '''Maj. Alice Dennison:''' Sleep tight, Eurotrash.
--> '''Capt. Ilaria Cimino:''' Now i see why americans don´t believe in evolution.

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* BondOneLiner: Just prior to bringing up the mission results screen, your [=XO's=] will make rather nasty quips about your opponents if you won. For example, beating the EFEC as the JSF yields...or beating the JSF with the EFEC, or defeating the Russians with the EFEC:
--> '''Maj. Alice Dennison:''' Sleep tight, Eurotrash.
Eurotrash. That's what happens when you take siestas.
--> '''Capt. Ilaria Cimino:''' Now i I see why americans don´t Americans don't believe in evolution.evolution. Big tanks can't win every time.


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** European Panther 1A3 Tanks. Used in masse, with they fast-firing 120mm main guns, they can destroy almost evertyhing in the field.
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correction.


--> '''Capt. Ilaria Cimino:''' Now i see why american´s don´t believe in evolution.

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--> '''Capt. Ilaria Cimino:''' Now i see why american´s americans don´t believe in evolution.

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add content.


* BondOneLiner: Just prior to bringing up the mission results screen, your [=XO's=] will make rather nasty quips about your opponents if you won. For example, beating the EFEC as the JSF yields...

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* BondOneLiner: Just prior to bringing up the mission results screen, your [=XO's=] will make rather nasty quips about your opponents if you won. For example, beating the EFEC as the JSF yields...or beating the JSF with the EFEC:


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--> '''Capt. Ilaria Cimino:''' Now i see why american´s don´t believe in evolution.
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* MnogoNukes[=/=]PeaceThroughSuperiorFirepower: Due to the joint missile shield, no one can launch [=ICBMs=]. This just means that they have to get creative with their [=WMDs=].
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* EMP: A mission support call-in that can disable enemy vehicles, drones and shields in its blast radius for a short time as well as [[InterfaceScrew removing the map]] on the enemy's screen and [[DefogOfWar revealing the targeted area]]. Interestingly, the Spetznaz level 2 EMP shows [[HollywoodHacking a hacker hacking a computer]].

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* EMP: {{EMP}}: A mission support call-in that can disable enemy vehicles, drones and shields in its blast radius for a short time as well as [[InterfaceScrew removing the map]] on the enemy's screen and [[DefogOfWar revealing the targeted area]]. Interestingly, the Spetznaz level 2 EMP shows [[HollywoodHacking a hacker hacking a computer]].
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* EMP: A mission support call-in that can disable enemy vehicles, drones and shields in its blast radius for a short time as well as [[InterfaceScrew removing the map]] on the enemy's screen and [[DefogOfWar revealing the targeted area]]. Interestingly, the Spetznaz level 2 EMP shows [[HollywoodHacking a hacker hacking a computer]].


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* GatlingGood: The JSF Engineer can carry a portable gatling gun, the JSF fighter has twin gatling guns as its level 1 air strike, and the JSF and EFEC basic drone carry a minigun.


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* ShockAndAwe: The European Engineers have an upgrade that gives them a ballistic shield with a built-in taser.

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* AntiInfantry: Riflemen are designed to be this.
* AntiVehicle: Engineers are designed to be this.



* ArbitraryMinimumRange: Artillery cannot hit units that are too close to it.
* ArbitraryMaximumRange: Downplayed. Units cannot hit targets beyond their range, which is rather small by modern-day standards. However, due to the low camera angle and fixed chase camera, there is a greater sense of distance than other strategy games.
* ArmourPiercingAttack: Special attacks, air strikes and WMDs bypass shields completely. This can be used to quickly [[CoupDeGrace execute fleeing enemies]] when the unit can't stay around to engage.



* CurbStompBattle: A "predator" in the [[TacticalRockPaperScissors Combat Chain]] can easily wipe out entire armies of its "prey".



** Even the "prey" can eventually kill a "predator" in the [[TacticalRockPaperScissors Combat Chain]] if there are [[ZergRush enough of it]] firing at the same time.



** Transports have this as their {{hat}}, [[AntiAir filling the sky with bullets to shoot down aircraft]]. Again, the Russians take the cake with their transports having two barrels compared to the JSF's one and the EFEC's rockets.

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** Transports have this as their {{hat}}, Hat, [[AntiAir filling the sky with bullets to shoot down aircraft]]. Again, the Russians take the cake with their transports having two barrels compared to the JSF's one and the EFEC's rockets.



* NoSell: A "predator" in the [[TacticalRockPaperScissors Combat Chain]] can shrug off the combined firepower of anywhere between 3 to 5 of its "prey". (practically an entire army)



* UnitsNotToScale: Thoroughly averted when it comes to units on the field. Played straight when a single transport helicopter drops off 4 tanks, [[ClownCarBase each as big as itself]].


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* UnitsNotToScale: Thoroughly averted when it comes to units on the field (You can even watch individual soldiers walk into a transport). Played straight with transport helicopters. A single helicopter drops off 4 tanks, [[ClownCarBase each as big as itself]].

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* AttackDrone: JSF and EFEC command vehicles are escorted by a squad of these. They're armed with machine guns by default, but can be upgraded with missiles (JSF) or lasers (EFEC). However, they're not especially powerful against anything except gunships. Non-upgraded drones can also be deployed by Engineers to defend an Uplink. Neither variant can be directly controlled, though the escort variant can be ordered by the command vehicle to attack specific targets.

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* AttackDrone: JSF and EFEC command vehicles are escorted by a an automatically replenished squad of these. They're armed with machine guns by default, but can be upgraded with missiles (JSF) or lasers (EFEC). However, they're not especially powerful against anything except gunships. Non-upgraded drones can also be deployed by Engineers to defend an Uplink. Neither variant can be directly controlled, though the escort variant can be ordered by the command vehicle to attack specific targets.



** Tanks and Artillery can be killed slowly with the missile attack of an upgraded UAV as they can't fire back effectively for the former and can't fire back at all for the latter.



* DroneDeployer: The Command Vehicle primarily attacks through an automatically replenishing supply of ground AttackDrones and can deploy a SurveillanceDrone UAV that can be upgraded to attack.



** It can be horribly tempting (particularly against AI) to call down a WMD strike on the last incapacitated unit of your enemy when victory is assured.

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** It can be horribly tempting (particularly against AI) to call down a WMD strike on the last incapacitated unit of your enemy [[ForTheEvulz when victory is assured.assured]].



* SurveillanceDrone: The Command Vehicle can deploy a UAV to a designated position on the map. Said UAV can be upgraded with a missile attack, turning it into an AttackDrone.




!!This game provides aversions of:




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* CriticalExistenceFailure: Units will lose troops or vehicles, and therefore firepower, when their health bar depletes. Units taken down to 25% health will send up a flare, disengage, and wait for evac.
** This also means that if a transport unit is carrying infantry, the squad inside transports that get destroyed will also die, and a transport unit missing vehicles will not be able to transport a full infantry squad.



* CommandAndConquerEconomy: The only currency worth anything is Command Points, which slowly build over time and can also come from securing Uplinks. Played somewhat straight when nothing gets upgraded without your say-so and you have to spend Command Points to set a forward uplink as your landing zone when the transport helicopter should logically be able to fly anywhere.
* ConstructAdditionalPylons: Subverted, as has been stated earlier, units are air-lifted from off map. Also, your mission type determines how many Reinforcements you have, and how many units you can have deployed at once. The closest you get to base building is by upgrading uplinks to provide access to army reinforcements, EMP blasts, and Air Strikes. However, the number of command points available to ''deploy'' these units is limited and must be increased through gradual generation or by capturing and upgrading said uplinks.



** [[VideoGame/GhostRecon Ghost Recon: Future Soldier]] takes place ''after'' this time or at least close to this time period and Russia as well as most of the world is still intact.

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** [[VideoGame/GhostRecon Ghost Recon: Future Soldier]] takes place ''after'' this time or at least close to this time period * CosmeticallyDifferentSides: Subverted, despite all three factions having the same units, there are subtle differences in their capabilities and Russia as well as upgrades. However, the [[TacticalRockPaperScissors combat chain]] remains identical for all factions and most of the world is still intact.upgrades have an equivalent in the other factions.



* DefconFive: Averted. [=WMD=]s become available at Defcon One.



* HeroUnit: Not present at all. The command vehicle might count, but it's really not good at all in combat; its really more {{Mission Control}} than anything else. Arguably, a Legendary unit might count, but they're still as much fodder as any other unit.



* MnogoNukes[=/=]PeaceThroughSuperiorFirepower: Due to the joint missile shield, no one can launch [=ICBMs=]. This just means that they have to get creative with their [=WMDs=].



* ObviousBeta: Double-subverted. About a month before the game's release, Ubisoft released a public beta of the game.



* OrnamentalWeapon: Riflemen and Engineers have what you would expect from a modern day infantryman modelled on their bodies. For example, the JSF Marksman has what appears to be a smoke grenade on his belt (which he cannot use), the Russian Engineer has a backpack with a string of grenades (which he cannot use) and the JSF and Russian soldiers all carry a combat knife (they would rather shoot you point blank with a rifle than whip it out).
* RedShirts[=/=]{{Mooks}}: "Army troops" are your RedShirts and enemy Mooks. They have no shields and effectively serve no real purpose other than to fight it out between themselves and whichever Special Forces (player units) they stumble upon. The [[WeHaveReserves Force Recon upgrade deploys slightly tougher ones with Fast Attack Vehicles and Tanks to wherever the player needs them.]]
** To be fair, they do stand a chance against Gunships and Engineers if they are lucky or [[MoreDakka concentrate their fire]].
* RidiculouslyFastConstruction: You don't build stuff. Units are flown in from off-map via the same transport helicopters that evacuate them. Even upgrading uplinks reveals that the upgrade is actually stored inside the uplink itself. (where it gets the space to store 3 separate versions of antennae is [[ClownCarBase another problem]])



* OrnamentalWeapon: Riflemen and Engineers have what you would expect from a modern day infantryman modelled on their bodies. For example, the JSF Marksman has what appears to be a smoke grenade on his belt which he cannot use, the Russian Engineer has a backpack with a string of grenades which he cannot use and the JSF and Russian soldiers all carry a combat knife even though they would rather shoot you point blank with a rifle than whip it out.
* [[RussiansWithRustingRockets Russians with Refurnished Rockets]]: While decidedly conventional compared to the Americans and Europeans (relying more on MoreDakka and old-fashioned heavy armor), the Russians by 2020 are a military powerhouse more than capable of beating both sides back. And they seem to have no qualms of doing ''anything'' for the Motherland.
* RedShirts[=/=]{{Mooks}}: "Army troops" are your RedShirts and enemy Mooks. They have no shields and effectively serve no real purpose other than to fight it out between themselves and whichever Special Forces (player units) they stumble upon. The [[WeHaveReserves Force Recon upgrade deploys slightly tougher ones with Fast Attack Vehicles and Tanks to wherever the player needs them.]]
** To be fair, they do stand a chance against Gunships and Engineers if they are lucky or [[MoreDakka concentrate their fire]].



* [[RussiansWithRustingRockets Russians with Refurnished Rockets]]: While decidedly conventional compared to the Americans and Europeans (relying more on MoreDakka and old-fashioned heavy armor), the Russians by 2020 are a military powerhouse more than capable of beating both sides back. And they seem to have no qualms of doing ''anything'' for the Motherland.



* SlapOnTheWristNuke: Yeah, those [=WMD=]s will kill ANYTHING. A full health-shield Command Vehicle at ground zero is just about the only thing that will survive.
** It should be noted that units being 'killed' in the game are LostForever, which doesn't always happen with your units being hit by a WMD, but it will make them incapable of fighting.
** Just watch where you point those things, because they will destroy YOUR units just as easily as the Enemy's.



* UnitsNotToScale: Thoroughly averted when it comes to units on the field. Played straight when a single transport helicopter drops off 4 tanks, [[ClownCarBase each as big as itself]].



* CommandAndConquerEconomy: The only currency worth anything is Command Points, which slowly build over time and can also come from securing Uplinks. Played somewhat straight when nothing gets upgraded without your say-so and you have to spend Command Points to set a forward uplink as your landing zone when the transport helicopter should logically be able to fly anywhere.
* ConstructAdditionalPylons: As has been stated earlier, units are air-lifted from off map. Also, your mission type determines how many Reinforcements you have, and how many units you can have deployed at once. The closest you get to base building is by upgrading uplinks to provide access to army reinforcements, EMP blasts, and Air Strikes.
* CosmeticallyDifferentSides: Despite all three factions having the same units, there are subtle differences in their capabilities and upgrades. However, the [[TacticalRockPaperScissors combat chain]] remains identical for all factions.
* CriticalExistenceFailure: Units will lose troops or vehicles, and therefore firepower, when their health bar depletes. Units taken down to 25% health will send up a flare, disengage, and wait for evac.
** This also means that if a transport unit is carrying infantry, the squad inside transports that get destroyed will also die, and a transport unit missing vehicles will not be able to transport a full infantry squad.
* DefconFive: [=WMD=]s become available at Defcon One.
* HeroUnit: Not present at all. The command vehicle might count, but it's really not good at all in combat; its really more {{Mission Control}} than anything else. Arguably, a Legendary unit might count, but they're still as much fodder as any other unit.
* MnogoNukes[=/=]PeaceThroughSuperiorFirepower: Due to the joint missile shield, no one can launch [=ICBMs=]. This just means that they have to get creative with their [=WMDs=].
* ObviousBeta: Double-subverted. About a month before the game's release, Ubisoft released a public beta of the game.
* RidiculouslyFastConstruction: You don't build stuff. Units are flown in from off-map via the same transport helicopters that evacuate them. Even upgrading uplinks reveals that the upgrade is actually stored inside the uplink itself. (where it gets the space to store 3 separate versions of antennae is [[ClownCarBase another problem]])
* SlapOnTheWristNuke: Yeah, those [=WMD=]s will kill ANYTHING. A full health-shield Command Vehicle at ground zero is just about the only thing that will survive.
** It should be noted that units being 'killed' in the game are LostForever, which doesn't always happen with your units being hit by a WMD, but it will make them incapable of fighting.
** Just watch where you point those things, because they will destroy YOUR units just as easily as the Enemy's.
* UnitsNotToScale: Thoroughly averted when it comes to units on the field. Played straight when a single transport helicopter drops off 4 tanks, [[ClownCarBase each as big as itself]].

to:

* CommandAndConquerEconomy: The only currency worth anything is Command Points, which slowly build over time and can also come from securing Uplinks. Played somewhat straight when nothing gets upgraded without your say-so and you have to spend Command Points to set a forward uplink as your landing zone when the transport helicopter should logically be able to fly anywhere.
* ConstructAdditionalPylons: As has been stated earlier, units are air-lifted from off map. Also, your mission type determines how many Reinforcements you have, and how many units you can have deployed at once. The closest you get to base building is by upgrading uplinks to provide access to army reinforcements, EMP blasts, and Air Strikes.
* CosmeticallyDifferentSides: Despite all three factions having the same units, there are subtle differences in their capabilities and upgrades. However, the [[TacticalRockPaperScissors combat chain]] remains identical for all factions.
* CriticalExistenceFailure: Units will lose troops or vehicles, and therefore firepower, when their health bar depletes. Units taken down to 25% health will send up a flare, disengage, and wait for evac.
** This also means that if a transport unit is carrying infantry, the squad inside transports that get destroyed will also die, and a transport unit missing vehicles will not be able to transport a full infantry squad.
* DefconFive: [=WMD=]s become available at Defcon One.
* HeroUnit: Not present at all. The command vehicle might count, but it's really not good at all in combat; its really more {{Mission Control}} than anything else. Arguably, a Legendary unit might count, but they're still as much fodder as any other unit.
* MnogoNukes[=/=]PeaceThroughSuperiorFirepower: Due to the joint missile shield, no one can launch [=ICBMs=]. This just means that they have to get creative with their [=WMDs=].
* ObviousBeta: Double-subverted. About a month before the game's release, Ubisoft released a public beta of the game.
* RidiculouslyFastConstruction: You don't build stuff. Units are flown in from off-map via the same transport helicopters that evacuate them. Even upgrading uplinks reveals that the upgrade is actually stored inside the uplink itself. (where it gets the space to store 3 separate versions of antennae is [[ClownCarBase another problem]])
* SlapOnTheWristNuke: Yeah, those [=WMD=]s will kill ANYTHING. A full health-shield Command Vehicle at ground zero is just about the only thing that will survive.
** It should be noted that units being 'killed' in the game are LostForever, which doesn't always happen with your units being hit by a WMD, but it will make them incapable of fighting.
** Just watch where you point those things, because they will destroy YOUR units just as easily as the Enemy's.
* UnitsNotToScale: Thoroughly averted when it comes to units on the field. Played straight when a single transport helicopter drops off 4 tanks, [[ClownCarBase each as big as itself]].



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