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* AntiFrustrationFeatures: If you somehow manage to lock a keycard on the other side of the door it unlocks, you can just teleport it to you. You can also mark items as 'teleport to stash' if you don't have enough inventory space, and they'll be put into your stash when you undock, or are [[ExplosiveDecompression blown out a window or destroyed module]], or ThrownOutTheAirlock.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
If you somehow manage to lock a keycard on the other side of the door it unlocks, you can just teleport it to you. You can also mark items as 'teleport to stash' if you don't have enough inventory space, and they'll be put into your stash when you undock, or are [[ExplosiveDecompression blown out a window or destroyed module]], or ThrownOutTheAirlock.



** The Offworld Angel pod makes it ''much'' easier to catch yourself and whoever else gets defenestrated into space ''and'' completely negates the [[MaximumHPReduction permanent bleed-out timer reduction]] that normally follows being wounded and then ThrownOutTheAirlock. Barring the default replacement pod, it is also the cheapest boarding craft in the game and can usually be unlocked pretty early on.



* ThrownOutTheAirlock: The guards' standard protocol of dealing with intruders is to shoot them on sight, then dispose of their bodies via the nearest airlock.



* ThereWasADoor: The Brick allows you to destroy a single room by ramming it, at which point you can (after completing the repair 'minigame') dock with the hole you just made.

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* ThereWasADoor: ThereWasADoor:
**
The Brick allows you to destroy a single room by ramming it, at which point you can (after completing the repair 'minigame') dock with the hole you just made.



* WhiteHairBlackHeart: Mirfak notes that white hair is a bit of a thing in Sovereign, lately. If you look closely, you'll see this is true; all Sovereign guards have white (or grey) hair. [[spoiler:Also, Sader - though she's old enough that it (probably) isn't dyed that way.]]

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* WhiteHairBlackHeart: Mirfak notes that white hair is a bit of a thing in Sovereign, lately. If you look closely, you'll see this is true; all Sovereign guards have white (or grey) hair. [[spoiler:Also, Sader - though she's old enough that it (probably) isn't dyed that way.]]]]
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* KillEmAll: Sader did this, and so can you. The Fiasco Reckoning Achievement is gained by completely eliminating a faction.
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** There's also ''Tesh's Instant Connection'', a unique concussion hammer that has an instant recovery and a slipstream effect upon landing a hit, and ''Cherry's Fatal Attraction'', a unique longblade that can be used once to both teleport to a target and stab them... through shields. While the hammer is even faster than the normal concussion hammer, its slipstream effect is hard to control and it can't do anything to shields or armor. Meanwhile, the longblade's teleport ability can only be used once before it simply behaves like an armor-piercing longblade. Nonetheless, those two weapons are still much more effective tools than normal.
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* ShoutOut: Just like one of Tom Francis's [[Videogame/GunPoint earlier games]], the game begins with a character being tossed out a window.

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* AndNowForSomeoneCompletelyDifferent / ATasteOfPower: Defector missions allow you to play as mercenaries trying to get out of the organization they work for, and prove their loyalty to the Independent faction by going on a SuicideMission with some very powerful equipment. Guns are typically Armor-piercing, silent, quickfire, or any combination thereof, and equipment that use charges can recharge in a manner of seconds.
** Alternately, their missions can be very... unique. One special defector (whose name is always [[LetsPlay/NerdCubed Dan Hardcastle]], for the player who introduced the concept to the devs) challenge involves boarding a ''moving'' ship without a pod; you must propel yourself to the airlock using guns, which is surprisingly difficult.
* AntiFrustrationFeatures: If you somehow manage to lock a keycard on the other side of the door it unlocks, you can just teleport it to you. You can also mark items as 'teleport to stash' if you don't have enough inventory space, and they'll be put into your stash when you undock, or are [[ExplosiveDecompression blown out a window or destroyed module]], or ThrownOutTheAirlock

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** It's also possible to raid non-mission ships for items to sell, but guards with armor/shields may appear on these ships, making the raids not worth the effort if your items aren't Rechargeable/Restockable.
* AndNowForSomeoneCompletelyDifferent / ATasteOfPower: Defector missions allow you to play as mercenaries trying to get out of the organization they work for, and prove their loyalty to the Independent faction by going on a SuicideMission with some very powerful equipment. Guns are typically Armor-piercing, silent, quickfire, Armor-Piercing, Silent, Quickfire, or any combination thereof, and equipment that use charges can recharge in a manner of seconds.
** Alternately, their missions can be very... unique. One special defector (whose name is always [[LetsPlay/NerdCubed Dan Hardcastle]], for (for the player who introduced the concept to the devs) challenge involves boarding a ''moving'' ship without a pod; you must propel yourself to the airlock using guns, which guns before assassinating your target. Then there's the possibility of getting an assassination mission where your only true weapon is surprisingly difficult.
a glitch trap.
* AntiFrustrationFeatures: If you somehow manage to lock a keycard on the other side of the door it unlocks, you can just teleport it to you. You can also mark items as 'teleport to stash' if you don't have enough inventory space, and they'll be put into your stash when you undock, or are [[ExplosiveDecompression blown out a window or destroyed module]], or ThrownOutTheAirlockThrownOutTheAirlock.



** As long as you don't set off the alarm on a ship, and it isn't a Time Limit mission, you can fly back to a friendly station and return to that ship as many times as you like. This is really useful if you dock with the ship and realize you need a tool which you don't have right now, but can be obtained from the shop or your stash. Also, because rechargeable items recharge every time you return to a station, this gives you a practically unlimited number of uses for them, provided you're careful not to trigger the alarm.

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** As long as you don't set off the alarm on a ship, and it isn't a Time Limit mission, you can fly back to a friendly station and return to that ship as many times as you like. This is really useful if you dock with the ship and realize you need a tool which you don't have right now, but can be obtained from the shop or your stash. Also, because rechargeable Rechargeable items recharge every time you return to a station, this gives you a practically unlimited number of uses for them, provided you're careful not to trigger the alarm.alarm. Once you've removed the pilot from the ship's controls (which is as simple as hitting them, even if they're armored/shielded), the timer will disappear completely.



* AwesomeMcCoolname: In the future, people apparently name their kids after stars and other stellar phenomena. For instance, the ex-Sovereign cryptographer Mirfak Lagrange; Mirfak is from the Arabic name for Alpha Persei, and Lagrange refers to Lagrangian points. You can even add your own names to the pools if you want.

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* AwesomeMcCoolname: In the future, people apparently name their kids after stars and other stellar phenomena. For instance, the ex-Sovereign cryptographer Mirfak Lagrange; Mirfak is from the Arabic name for Alpha Persei, and Lagrange refers to Lagrangian points. You can even add your own names to the pools if you want.by modifying the Forename and Surname files.



** The Sovereign Coldfire is a Breacher pod that uses StealthInSpace to be immune to visual sensors, and it has an alternate thruster mode that makes it immune to "heat sensors" - which are extremely rare. It looks cool, but avoiding visual sensors is quite easy anyway, and you can't shoot out windows from the outside either. Its alternate thruster mode doesn't seem to do anything beyond provide a slower thruster mode that looks cool. You can't even sell it for money.

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** The Sovereign Coldfire is a Breacher pod that uses StealthInSpace to be immune to visual sensors, and it has an alternate thruster mode that makes it immune to "heat sensors" - which are extremely rare. It looks cool, but avoiding visual sensors is quite easy anyway, and you can't shoot out windows from the outside either. Its alternate thruster mode doesn't seem to do anything beyond else except provide a slower thruster mode that looks cool. You can't even sell it for money.



-->'''Sovereign''': Our accountants point out that since this region's currency is itself an armor-corrosive acid, existing penetration solutions are actually less effective than literally spraying the target with money

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-->'''Sovereign''': Our accountants point out that since this region's currency is itself an armor-corrosive acid, existing penetration solutions are actually less effective than literally spraying the target with moneymoney.



-->'''Player:''' ''"They're old, and also spies?"''

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-->'''Player:''' ''"They're ''"[[ShapedLikeItself They're old, and also spies?"''spies?]]"''



** Guards will ignore weapons/items that are just lying on the floor, because they clearly weren't dropped by Steve who hasn't returned from the bathroom yet even though he left ''twenty minutes ago''.

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** Guards will ignore weapons/items that are just lying on the floor, because they clearly weren't dropped by Steve who hasn't returned from the bathroom checking his email yet even though he left ''twenty minutes ago''.



** Guards will behave the exact same way they do regardless of what weapons the player is wielding. For instance, they will happily teleport into the melee range of a concussion hammer/shortblade - the fastest-recharging melee weapons in the game. They'll also teleport into hazardous situations such as aforementioned subverted sentries,

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** Guards will behave the exact same way they do regardless of what weapons the player is wielding. For instance, they will happily teleport into the melee range of a concussion hammer/shortblade - the fastest-recharging melee weapons in the game. They'll also teleport into hazardous situations such as aforementioned subverted sentries,sentries.



* ItsPersonal: ''Everyone'' has a goal that they want to achieve and this takes the form of their Personal Mission. Completing them allows the player to turn one of the items on the character's person to be named and turned into an artifact when they retire to be found by future characters and steam friends.

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* ItsPersonal: ''Everyone'' has a goal that they want to achieve and this takes the form of their Personal Mission. Completing them allows the player to turn one of the items on the character's person to be named and turned into an artifact when they retire to be found by future characters and steam friends.Steam friends. It also immediately unlocks an outpost liberation.



** ShootTheFuelTank: You can make a pretty speedy escape by blowing up a unit that has fuel in it, and then jumping into space.

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** ShootTheFuelTank: You can make a pretty speedy escape by blowing up shooting a unit that has fuel tank in it, an engine room, and then jumping into space.space. This can also be used to forcibly eject enemies from the ship you're in.



* SuperReflexes: Represented by the Pause function, which allows you to pause the game and take an action, and the fact that time slows down when enemy units spot you. There's also a manual slow-motion function and the Slipstream device, which puts you into artificial bullet time; for ten subjective seconds and one real second, you move super fast and everyone else is slowed down. Just... don't accidentally defenestrate yourself.
* TapOnTheHead: As is often the case in movies and games, hitting someone on the head really hard with a blunt weapon will just knock them out indefinitely, instead of potentially giving them brain damage or fatal internal bleeding. Likewise, "concussive" guns instantly knock out their targets in a single shot...somehow. There are even [[ArtisticLicenseBiology armor-piercing concussive guns]], which makes no sense at all, but is pretty damn convenient for the TechnicalPacifist Off-Worlders. Concussive grenade launchers also exist, which knock out all unshielded targets in the blast radius.

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* SuperReflexes: Represented by the Pause function, which allows you to pause the game and take an action, and the fact that time slows down when enemy units spot you. There's also a manual slow-motion function and the Slipstream device, which puts you into artificial bullet time; for ten subjective seconds and one real second, you move super fast and everyone else is slowed down. Just... don't However, when this effect ends, the player briefly loses control of their character. Take care not to accidentally defenestrate yourself.
* TapOnTheHead: As is often the case in movies and games, hitting someone on the head really hard with a blunt weapon will just knock them out indefinitely, instead of potentially giving them brain damage or fatal internal bleeding. Likewise, "concussive" guns instantly knock out their targets in a single shot...somehow. There are even [[FridgeLogic armor-piercing]] [[ArtisticLicenseBiology armor-piercing concussive guns]], which makes no sense at all, but is pretty damn convenient for the TechnicalPacifist Off-Worlders. Concussive grenade launchers also exist, which knock out all unshielded targets in the blast radius.
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* GameplayAndStorySegregation: Offworld Security's culture [[ThouShaltNotKill explicitly forbids killing under any circumstance]].. but they're just as willing to [[ThrownOutTheAirlock throw you out of an airlock]] as any other faction.

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* GameplayAndStorySegregation: Offworld Security's culture [[ThouShaltNotKill explicitly forbids killing under any circumstance]].. but they're just as willing to [[ThrownOutTheAirlock throw you out of an airlock]] as any other faction. May be justified, considering an infiltrator can just catch themselves with their pod (and Offworld is no doubt aware of this).
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** ThrowingYourSwordAlwaysWorks: You can throw anything in Heat Signature, but it works best with weapons. This also offsets the Shortblade's normally extremely short reach; you can just ''throw'' it at guards instead of rushing them. Weapons can also be thrown even if they're on cooldown; this allows you to kill four guards using only two longblades.

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** ThrowingYourSwordAlwaysWorks: You can throw anything in Heat Signature, but it works best with weapons. This also offsets the Shortblade's normally extremely short reach; you can just ''throw'' it at guards instead of rushing them. Weapons can also be thrown even if they're on cooldown; this allows cooldown, and a weapon can be teleported back to your character after impact; proper usage of throwing and the item teleporter can allow you to kill four ''five'' guards using only two longblades.
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Minor factual edit - game has several nonlethal armor piercing guns


* InfinityPlusOneSword: ''Fiasco's Facebreaker'', a unique weapon, toes the line. It's a nonlethal melee weapon, it ignores armor (which no other nonlethal weapon does), it's extremely quiet, it has the full 8-meter dash range of the Wrench/Longblade/Hammer, and it has the same swing rate as the Hammer. Armed with the Facebreaker, you can take down five unaware guards (possibly more) in the time it takes for one of them to ''sneeze''. It's kept from being the absolute problem-solver as it's still of little use against shields and the extreme knockback can be a liability if not accounted for. Still, the FlavorText says it best;

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* InfinityPlusOneSword: ''Fiasco's Facebreaker'', a unique weapon, toes the line. It's a nonlethal melee weapon, it ignores armor (which no other nonlethal melee weapon does), it's extremely quiet, it has the full 8-meter dash range of the Wrench/Longblade/Hammer, and it has the same swing rate as the Hammer. Armed with the Facebreaker, you can take down five unaware guards (possibly more) in the time it takes for one of them to ''sneeze''. It's kept from being the absolute problem-solver as it's still of little use against shields and the extreme knockback can be a liability if not accounted for. Still, the FlavorText says it best;
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* IntentionalEngrishForFunny: The practice mode terminal seems to have been programmed by someone who isn't a native speaker, to say the least.
--> ''"PRACTICE TERMINAL LET YOU VIOLENCE ON UNREAL HUMAN IN MAGIC REALITY''
--> ''TRY OUT YOUR STUFFS IN PRACTICE! HAVE THEM BACK AFTER!''
--> ''NO DEATH IS REAL IN MAGIC REALITY. R TO RESTART"''


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* PleaseSelectNewCityName: Liberated stations are given a new name based on a combination their old name and the name of player character that liberated them.


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* WhatAPieceOfJunk: The Glitcher's Tick, a breacher pod just as rough and junky looking as any other Glitcher craft, complete with parts that constantly rattle mid-flight, yet preforms just as well as any other pod and comes with a teleporter-based automatic docking system to boot.
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** The game's term for a technical-pacifist mission is "Bloodless", where the player is not allowed to kill but can knock guards out. "Pacifist" missions avert this, though: on such a mission, you aren't allowed to even knock anyone unconscious (except your target in the case of capture or assassination missions).
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** As long as you don't set off the alarm on a ship, and it isn't a Time Limit mission, you can fly back to a friendly station and return to that ship as many times as you like. This is really useful if you dock with the ship and realize you need a tool which you don't have right now, but can be obtained from the shop or your stash. Also, because rechargeable items recharge every time you return to a station, this gives you a practically unlimited number of uses for them, provided you're careful not to trigger the alarm.
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Has nothing to do with familiarity with in-universe fiction.


*** In another case of CuttingTheKnot, escaping capture usually requires taking out the pilot. Alternatively, you can destroy all of the engines (via shooting out the fuel cans) - once you've done so, the ship will be drifting, unable to dock safely at its destination. This isn't too hard with most ships, although Glitcher ships have a very odd distributed design that makes this tactic much harder, and Off-Worlder ships are GenreSavvy enough to distribute their engines and helm evenly and with annoyingly far-spaced segments.

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*** In another case of CuttingTheKnot, escaping capture usually requires taking out the pilot. Alternatively, you can destroy all of the engines (via shooting out the fuel cans) - once you've done so, the ship will be drifting, unable to dock safely at its destination. This isn't too hard with most ships, although Glitcher ships have a very odd distributed design that makes this tactic much harder, and Off-Worlder ships are GenreSavvy enough to distribute their engines and helm evenly and with annoyingly far-spaced segments.

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Titles are italized rather than bolded


'''Heat Signature''' is a WideOpenSandbox Roguelike Space Infiltration game with [[StealthBasedGame stealth elements]] from the creators of ''{{VideoGame/Gunpoint}}''. The story follows a galactic war between four factions, each acting independently. Each one rules the space stations that dot the nebula with an iron fist, and the hardworking folk that live in them want freedom. That's where you come in: maybe your wife was kidnapped by TheEmpire and you want to get her back, or maybe your brother was murdered by the CorruptCops of TheFederation. Either way, you're armed with a Breacher Pod, a short-range non-organic-matter teleporter, and a huge arsenal of futuristic weapons and gadgets to raise the money to fund your potential SuicideMission to save the ones you love or get revenge for their demise. Or maybe you just need to steal something to pay off an old debt.

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'''Heat Signature''' ''Heat Signature'' is a WideOpenSandbox Roguelike Space Infiltration game with [[StealthBasedGame stealth elements]] from developed by Suspicious Development of ''{{VideoGame/Gunpoint}}'' fame, led by Tom Francis. The game was developed over the creators course of ''{{VideoGame/Gunpoint}}''. four years, and was released on 21 September 2017. The game is available on {{UsefulNotes/Steam}} [[http://store.steampowered.com/app/268130/Heat_Signature/ here]].

The story follows a galactic war between four factions, each acting independently. Each one rules the space stations that dot the nebula with an iron fist, and the hardworking folk that live in them want freedom. That's where you come in: maybe your wife was kidnapped by TheEmpire and you want to get her back, or maybe your brother was murdered by the CorruptCops of TheFederation. Either way, you're armed with a Breacher Pod, a short-range non-organic-matter teleporter, and a huge arsenal of futuristic weapons and gadgets to raise the money to fund your potential SuicideMission to save the ones you love or get revenge for their demise. Or maybe you just need to steal something to pay off an old debt.



The game was developed over the course of four years, and is available on {{UsefulNotes/Steam}} [[http://store.steampowered.com/app/268130/Heat_Signature/ here]].



* AdamSmithHatesYourGuts: All of the common items you can get from guards are worthless in terms of sale value--they literally sell for nothing. Buying them, however, costs money (though thankfully it's not a whole lot--a wrench will only cost you one unit of acid, for instance). Everything that isn't single-use (or equivalent) costs quite a bit of money, and you start with almost no money at all. Many of the more difficult (and therefore higher-paying) missions feature guards with armor or shields, and you need specific gadgets or weapons to deal with them at all--and those cost money. Worse, since many of the more difficult missions these feature ''lots'' of guards with special protection, you need more than one such gadget. Earning money by doing a series of easier missions is certainly doable, but takes time. Unfortunately, a given character's ability to contribute towards liberations diminishes after doing enough missions, so by the time you get a bunch of quality gear, you have to retire the character and start anew. To make matters worse, one of the shops sells items that you haven't unlocked yet (only one such item, and it's chosen at random), but it's explicitly overpriced (usually up to 3x normal).

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* AdamSmithHatesYourGuts: All of the common items you can get from guards are worthless in terms of sale value--they literally sell for nothing. Buying them, however, costs money (though thankfully it's not a whole lot--a wrench will only cost you one unit of acid, for instance). Everything that isn't single-use (or equivalent) costs quite a bit of money, and you start with almost no money at all. Many of the more difficult (and therefore higher-paying) missions feature guards with armor or shields, and you need specific gadgets or weapons to deal with them at all--and those cost money. Worse, since many of the more difficult missions these feature ''lots'' of guards with special protection, you need more than one such gadget.
**
Earning money by doing a series of easier missions is certainly doable, but takes time. Unfortunately, a given character's ability to contribute towards liberations diminishes after doing enough missions, so by the time you get a bunch of quality gear, you have to retire the character and start anew. To make matters worse, one of the shops sells items that you haven't unlocked yet (only one such item, and it's chosen at random), but it's explicitly overpriced (usually up to 3x normal).



* ArmorIsUseless: On the contrary, it's ''very'' useful. The bright yellow armor worn by guards is '''100%''' impenetrable to everything short of specfic {{Armor Piercing Attack}}s or explosives, and unlike a personal shield it can't be disabled with hacking tools. The only thing non-AP weapons can really do to armored guards is briefly stagger/disorient the target by knocking them off their feet for a split second, though close-range shotgun blasts and the concussion hammer can knock them back a long way, potentially launching them through a window.

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* ArmorIsUseless: On the contrary, Averted, it's ''very'' useful. The bright yellow armor worn by guards is '''100%''' impenetrable to everything short of specfic {{Armor Piercing Attack}}s or explosives, and unlike a personal shield it can't be disabled with hacking tools. The only thing non-AP weapons can really do to armored guards is briefly stagger/disorient the target by knocking them off their feet for a split second, though close-range shotgun blasts and the concussion hammer can knock them back a long way, potentially launching them through a window.



* AwesomeYetImpractical: The Everything Gun, which works kind of like HalfLife2's Gravity Gun. Upon firing, it will instantly teleport any loose objects within a large radius to your gun and fire them out a high speeds in a spread pattern, knocking out everything in its path. Since the projectiles ricochet all over the place, this can also knock ''you'' out, too. On top of that, if there aren't any loose objects lying around within range, the gun is literally useless.

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* AwesomeYetImpractical: AwesomeButImpractical: The Everything Gun, which works kind of like HalfLife2's Gravity Gun. Upon firing, it will instantly teleport any loose objects within a large radius to your gun and fire them out a high speeds in a spread pattern, knocking out everything in its path. Since the projectiles ricochet all over the place, this can also knock ''you'' out, too. On top of that, if there aren't any loose objects lying around within range, the gun is literally useless.



-->'''Sader Fiasco:''' ''"Nothing. They're all dead by thirty-six.''
------>''You make it to sixty in this job by being very, very, very, careful.''
------->''And eventually, you get a rep.''
-------->''If you wanna crush an empire in this galaxy, you send an armada.''
--------->''[[BadassBoast You wanna crush four, you send me]]."''

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-->'''Sader Fiasco:''' ''"Nothing. They're all dead by thirty-six.''
------>''You
You make it to sixty in this job by being very, very, very, careful.''
------->''And
careful. And eventually, you get a rep.''
-------->''If
rep. If you wanna crush an empire in this galaxy, you send an armada.''
--------->''[[BadassBoast
armada. [[BadassBoast You wanna crush four, you send me]]."''

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* ArmorIsUseless: On the contrary, it's ''very'' useful. The bright yellow armor worn by guards is '''100%''' impenetrable to everything short of specfic {{Armor Piercing Attack}}s or explosives, and unlike a personal shield it can't be disabled with hacking tools. The only non-AP weapons that can really do anything to armored guards are shotguns (at point blank) and concussion hammers, both of which can briefly stagger/disorient the target by knocking them off their feet for a few seconds, or potentially launching them through a window.

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* ArmorIsUseless: On the contrary, it's ''very'' useful. The bright yellow armor worn by guards is '''100%''' impenetrable to everything short of specfic {{Armor Piercing Attack}}s or explosives, and unlike a personal shield it can't be disabled with hacking tools. The only thing non-AP weapons that can really do anything to armored guards are shotguns (at point blank) and concussion hammers, both of which can is briefly stagger/disorient the target by knocking them off their feet for a few seconds, or split second, though close-range shotgun blasts and the concussion hammer can knock them back a long way, potentially launching them through a window.


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* DropTheHammer: The Concussion Hammer is essentially an upgrade to the wrench, being much faster and having a much greater knockback force while still being nonlethal.
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* AdamSmithHatesYourGuts: All of the common items you can get from guards are worthless in terms of sale value--they literally sell for nothing. Buying them, however, costs money. Everything that isn't single-use (or equivalent) costs quite a bit of money, and you start with almost no money at all. Many missions feature guards with armor or shields, and you need specific gadgets or weapons to deal with them at all--and those cost money. Worse, since many such missions feature ''lots'' of guards with special protection, you need more than one such gadget. Earning money by doing a series of easier missions is certainly doable, but takes time. But a given character's ability to contribute towards liberations diminishes after doing enough missions, so by the time you get a bunch of quality gear, you have to retire the character and start anew. To make matters worse, one of the shops sells items that you haven't unlocked yet (only one such item, and it's chosen at random), but it's explicitly overpriced (usually up to 3x normal).
* AndNowForSomeoneCompletelyDifferent / ATasteOfPower: Defector missions allow you to play as mercenaries trying to get out of the organization they work for, and prove their loyalty to the Independant faction by going on a SuicideMission with some very powerful equipment. Guns are typically Armor-piercing, silent, quickfire, or any combination thereof, and equipment that use charges can recharge in a manner of seconds.

to:

* AdamSmithHatesYourGuts: All of the common items you can get from guards are worthless in terms of sale value--they literally sell for nothing. Buying them, however, costs money.money (though thankfully it's not a whole lot--a wrench will only cost you one unit of acid, for instance). Everything that isn't single-use (or equivalent) costs quite a bit of money, and you start with almost no money at all. Many of the more difficult (and therefore higher-paying) missions feature guards with armor or shields, and you need specific gadgets or weapons to deal with them at all--and those cost money. Worse, since many such of the more difficult missions these feature ''lots'' of guards with special protection, you need more than one such gadget. Earning money by doing a series of easier missions is certainly doable, but takes time. But Unfortunately, a given character's ability to contribute towards liberations diminishes after doing enough missions, so by the time you get a bunch of quality gear, you have to retire the character and start anew. To make matters worse, one of the shops sells items that you haven't unlocked yet (only one such item, and it's chosen at random), but it's explicitly overpriced (usually up to 3x normal).
* AndNowForSomeoneCompletelyDifferent / ATasteOfPower: Defector missions allow you to play as mercenaries trying to get out of the organization they work for, and prove their loyalty to the Independant Independent faction by going on a SuicideMission with some very powerful equipment. Guns are typically Armor-piercing, silent, quickfire, or any combination thereof, and equipment that use charges can recharge in a manner of seconds.
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** The tutorial begins with Sader Fiasco getting punched through a window.
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Added the Timed Mission trope. Added "Nonstandard game over" for getting captured, since capture is the only "death" that permits rescue.

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* TimedMission: If the alarm is sounded, you'll have a limited amount of time to either leave the ship, take out the captain, or [[NonStandardGameOver get captured.]] There's a mission modifier that removes the alarm response, and there's another that already adds a timer to the mission, with the timer being shortened if the alarm is triggered.
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* CoolSword: The Shortblade is held more like a tonfa, with the blade parallel to the forearm and tip near the wielder's elbow.

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* CoolSword: Both the longblade and the shortblade. The Shortblade shortblade is held more like a tonfa, with the blade parallel to the forearm and tip near the wielder's elbow.



* DualWielding: You can only assign two items to active use at any time, but they can be any two. Your character sprite is only ever shown wielding one item at a time, though.

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* DualWielding: You can only assign two items to active use at any time, but they can be any two. Your character sprite is only ever shown wielding one item at a time, though. Pairing a longblade and a shortblade, for instance, will allow the player to dash forward for a single strike one one guard and then perform a series of shorter, faster attacks on any other nearby guards.



** SwordAndGun: A simple but effective combo - combine a longblade or shortblade with a suppressed sidearm. Or if you're feeling like a TechnicalPacifist, use a wrench/hammer and a concussion gun.

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** SwordAndGun: A simple but effective combo - combine a longblade or shortblade with a suppressed sidearm. Or if you're feeling like a TechnicalPacifist, use a wrench/hammer and a concussion gun.



** Guards will wander off by themselves, either to check their email, investigate weird noises, or unfamiliar heat signatures.

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** Guards will wander off by themselves, either to check their email, "do [an] errand", investigate weird noises, or examine the sources of unfamiliar heat signatures.



** Guards will ignore your footsteps, allowing you to wander up behind them and rifle through their pockets with impunity.

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** Guards will ignore your appear to be completely deaf to footsteps, allowing you to wander up behind them and rifle through their pockets with impunity.



** Guards will teleport into hazardous situations such as aforementioned subverted sentries, or into the melee range of a concussion hammer/shortblade - the fastest-recharging melee weapons in the game.

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** Guards will behave the exact same way they do regardless of what weapons the player is wielding. For instance, they will happily teleport into hazardous situations such as aforementioned subverted sentries, or into the melee range of a concussion hammer/shortblade - the fastest-recharging melee weapons in the game.game. They'll also teleport into hazardous situations such as aforementioned subverted sentries,
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** On a slightly less direct note, guards carrying heat sensors can be more easily decoyed than those without them, particularly on thin-walled ships. It's possible to lure a key-carrying guard through a locked door by walking into his heat sensor radius on the opposite side of a wall, then knock him out and steal his key, all with minimal risk of being discovered.
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** Played straight after the player has progressed far enough in the campaign, which may not be very far if they're lucky and/or smart. Once you unlock armor-piercing weapons, all your characters can buy them at relatively reasonable prices (i.e. after playing one or two regular missions). The [[FunWithAcronyms Concussive Armor-Piercing Shotgun]] has 16 shots, can take out a whole roomful of armored guards in one shot, comes in silenced and rapidfire versions, and its ammo is free!
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-->'''Sovereign''': Our accountants point out that since this region's currency is itself an armor-corrosive acid, existing penetration solutions are actually less effective than literally spraying the target with money

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** Alternately, their missions can be very... unique. One special defector challenge involves boarding a ''moving'' ship without a pod; you must propel yourself to the airlock using guns, which is surprisingly difficult.
* AntiFrustrationFeatures: If you somehow manage to lock a keycard on the other side of the door it unlocks, you can just teleport it to you. You can also mark items as 'teleport to stash' if you don't have enough inventory space, and they'll be put into your stash when you undock.

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** Alternately, their missions can be very... unique. One special defector (whose name is always [[LetsPlay/NerdCubed Dan Hardcastle]], for the player who introduced the concept to the devs) challenge involves boarding a ''moving'' ship without a pod; you must propel yourself to the airlock using guns, which is surprisingly difficult.
* AntiFrustrationFeatures: If you somehow manage to lock a keycard on the other side of the door it unlocks, you can just teleport it to you. You can also mark items as 'teleport to stash' if you don't have enough inventory space, and they'll be put into your stash when you undock.undock, or are [[ExplosiveDecompression blown out a window or destroyed module]], or ThrownOutTheAirlock


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* CastFromMoney: The primary currency of the galaxy is the corrosive acid that makes up the nubulea around you. [[GameplayAndStoryIntegration What if you had a gun that could shoot corrosive acid?]]


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* GameplayAndStoryIntegration: The currency of the region is noted to be a corrosive acid. So, if you designed a gun that could shoot corrosive acid, it would be child's play to make it accept [[CastFromMoney currency as ammo]].
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Facebreaker

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* InfinityPlusOneSword: ''Fiasco's Facebreaker'', a unique weapon, toes the line. It's a nonlethal melee weapon, it ignores armor (which no other nonlethal weapon does), it's extremely quiet, it has the full 8-meter dash range of the Wrench/Longblade/Hammer, and it has the same swing rate as the Hammer. Armed with the Facebreaker, you can take down five unaware guards (possibly more) in the time it takes for one of them to ''sneeze''. It's kept from being the absolute problem-solver as it's still of little use against shields and the extreme knockback can be a liability if not accounted for. Still, the FlavorText says it best;
--> ''Instantly resolves any personnel-related disputes.'' - Sader Fiasco.
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* InvincibleHero: Invoked - Your character can get a reputation for this...and it's not a good thing. As you complete more and more missions with one character, stories of your exploits become more and more commonplace, and thus, less inspiring to the resistance, to the point where people just **expect** you to win all the time and don't pay attention. You need to move on to new heroes in order to keep the wheels of the resistance rolling.

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* InvincibleHero: Invoked - Your character can get a reputation for this...and it's not a good thing. As you complete more and more missions with one character, stories of your exploits become more and more commonplace, and thus, less inspiring to the resistance, to the point where people just **expect** ''expect'' you to win all the time and don't pay attention. You need to move on to new heroes in order to keep the wheels of the resistance rolling.
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*InvincibleHero: Invoked - Your character can get a reputation for this...and it's not a good thing. As you complete more and more missions with one character, stories of your exploits become more and more commonplace, and thus, less inspiring to the resistance, to the point where people just **expect** you to win all the time and don't pay attention. You need to move on to new heroes in order to keep the wheels of the resistance rolling.

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* ICallItVera: When you retire a character, you can pass on one of their items and give it a custom name. This item can then be found again by your own characters, and by friends if you're using the Steam version and have content sharing enabled.


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* {{Macrogame}}: Two examples of it in play here;
** First, the foundation of the game is that you have multiple individuals working to liberate the Drift. No individual can liberate it singlehandedly; instead, you need to work your way through the factions, liberating stations that unlock new tools to make the final confrontations easier.
** Second, Steam Workshop sharing of heirloom items and captured characters. Items can be passed on and [[ICallItVera given a custom name]] when a character retires, then found again in ''any'' playthrough. Your friends can find your heirloom items in their games as well, and if one of their characters gets captured, one of your random new recruits may have their personal mission be to rescue that character. If you succeed you'll be able to play as your friend's character, complete with any items they had when captured. Likewise, if one of your own characters is captured, friends can try to rescue them too.
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* ItsPersonal: ''Everyone'' has a goal that they want to achieve and this takes the form of their Personal Mission. Completing them allows the player to turn one of the items on the character's person to be named and turned into an artifact when they retire to be found by future characters and steam friends.

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** Also, armor-piercing weapons in Defector Missions may use regular ammunition instead of the special and rare AP ammunition.

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** Also, armor-piercing weapons in some Defector Missions may use regular ammunition instead of the special and rare AP ammunition.ammunition.
** As long as your objective isn't killed or destroyed in a Rescue/Kidnap/Steal Personal Mission, you can retry it as many times as you like. This can be useful if you get a really bad layout for the ship (e.g. if it's full of shielded, armored guards, at least two of which are looking straight at the airlock you enter through, whilst giving you only 90 seconds to complete the mission before the ship docks at a station).



* ArmorPiercingAttack: Necessary to bypass body armor, which is otherwise proof against basically everything - and, unlike shields, can't be crashed or subverted.

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* ArmorPiercingAttack: Necessary ArmorIsUseless: On the contrary, it's ''very'' useful. The bright yellow armor worn by guards is '''100%''' impenetrable to bypass body armor, which is otherwise proof against basically everything - and, short of specfic {{Armor Piercing Attack}}s or explosives, and unlike shields, a personal shield it can't be crashed disabled with hacking tools. The only non-AP weapons that can really do anything to armored guards are shotguns (at point blank) and concussion hammers, both of which can briefly stagger/disorient the target by knocking them off their feet for a few seconds, or subverted.potentially launching them through a window.



* MegaCorp: Sovereign. They're basically responsible for this entire mess; they sent a mining expedition to the Drift to evaluate the worth of it. When the expedition's long-range drives broke down on arrival, Sovereign hung them out to dry. The expedition survived, though, and lives on in the form of the Foundry faction. Unfortunately Sovereign is muscling back into the Drift because they know how valuable it is now.

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* MegaCorp: Sovereign. They're basically responsible for this entire mess; they sent a mining 'mining' expedition to the Drift to evaluate the worth of it. it, "it" in this case being a gigantic cloud of ''battery acid''. When the expedition's long-range drives broke down on arrival, Sovereign hung them out to dry. abandoned them. The expedition survived, though, and hollowing out asteroids to make all the space stations that fill the Drift to this day. The engineer/miner culture of the expedition itself lives on in the form of the Foundry faction. Unfortunately Sovereign is muscling back into has set their sights on the Drift because they know once again, having finally realized how valuable it is now.much it's worth.



* SequelHook: [[spoiler:Fiasco reveals she's been working for a fifth faction, who conquers the sector while the other factions are weakened from the war she started. She is ~70% confident that they won't kill everybody. If you select 'Mind if I watch it with you?', you get a view of the siege ship armada sweeping across the Drift, capturing station after station in rapid succession. This ends your 'current' run, but you can generate new Drifts and keep playing as much as you like.]]
* StealthHiBye: The Visitor type teleporter works like this, allowing you to pop into a nearby location only to be yanked back in about two seconds or so. This is often all the time you'll need to do whatever it is you want however, especially with the Pause mechanic.
* SuperReflexes: Represented by the Pause function, which allows you to pause the game and take an action, and the fact that time slows down when enemy units spot you.

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* SequelHook: Once you Liberate all four Strongholds, [[spoiler:Fiasco reveals she's been working for a fifth faction, mysterious independent contractor, who conquers owns entire fleets and has the sector while money to relocate ''every current inhabitant'' of the other factions are weakened from the war she started. She is Drift with a "generous" resettlement package if it means they get their hands on all that acid. She's ~70% confident that they won't actually kill everybody. If you select 'Mind if I watch it with you?', you get a view of the siege ship armada sweeping across the Drift, capturing station after station in rapid succession. This ends your 'current' run, but you can generate new Drifts and keep playing as much as you like.]]
* StealthHiBye: The Visitor type teleporter works like this, allowing you to pop into a nearby location only to be yanked back in about two seconds or so. This is often all the time you'll need to do whatever it is you want however, especially with the Pause mechanic. \n It's especially useful for pickpocketing keys off of guards, or breaking into chests that are behind locked doors.
* SuperReflexes: Represented by the Pause function, which allows you to pause the game and take an action, and the fact that time slows down when enemy units spot you. There's also a manual slow-motion function and the Slipstream device, which puts you into artificial bullet time; for ten subjective seconds and one real second, you move super fast and everyone else is slowed down. Just... don't accidentally defenestrate yourself.

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