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* WaveMotionGun: Rail Cannons start out as small-scale versions, but gradually get big enough to fit the trope wholesale, and they hit every bit as hard as one. Rails will easily punch through a robot lacking on armor, possibly even scoring a OneHitKill if you can nail their Pilot Seat. These take quite a while to recharge after their energy is expended however, so be ready to run and hide after you're delivered your payload.

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* WaveMotionGun: Rail Cannons start out as small-scale versions, but gradually get big enough to fit the trope wholesale, and they hit every bit as hard as one. Rails will easily punch through a robot lacking on armor, possibly even scoring a OneHitKill if you can nail their Pilot Seat. These take quite a while to recharge after their energy is expended however, so be ready to run and hide after you're delivered your payload.payload.
* YouAreAlreadyDead: If you're playing a Megabot and all your weapons get blasted off, you've basically already lost, since you can only win by killing all the enemy players.
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* HopelessBossFight: Subverted in early boss battle setups, played straight in several tiers of challenge matches (especially if the challenger team has a medic) then Subverted again with comically easy megabot battles.
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* BossBattle: The aptly named "Megaboss" mode, which pits 12 players against a single [[HumongousMecha Megabot.]] There are also Challenge Battles, which replace the Megabot with four higher tier players.


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** There are also rotor pieces which allow the players to fly.
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** More goodness with Tesla Blades is that if you have enough of them, the game recognizes your robot as "Tesla <insert mobility type here>". This can be, and often is, used to conceal the ''actual'' weapons on the robot; in most cases these are [[BattleMedic Nano Disruptors]], but some people can surprise you with the other weapons.

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** More goodness with Tesla Blades is that if you have enough of them, the game recognizes your robot as "Tesla <insert mobility type here>". This can be, and often is, used to conceal the ''actual'' weapons on the robot; in most cases these are [[BattleMedic [[CombatMedic Nano Disruptors]], but some people can surprise you with the other weapons.

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* BattleMedic: Most people wielding Nano Disruptors will also compliment them with Tesla Blades. In addition to healing teammates, these robots can use the disruptors to rip off an enemy's guns while tearing off whole chunks of armor with the blades, a very effective combination with the right build.


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* CombatMedic: Some people wielding Nano Disruptors will also compliment them with Tesla Blades. In addition to healing teammates, these robots can use the disruptors to rip off an enemy's guns while tearing off whole chunks of armor with the blades, a very effective combination with the right build.

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* BeamSpam: Multiple [[HealingShiv Nano Disruptors]] (up to six) can look like this.

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* BattleMedic: Most people wielding Nano Disruptors will also compliment them with Tesla Blades. In addition to healing teammates, these robots can use the disruptors to rip off an enemy's guns while tearing off whole chunks of armor with the blades, a very effective combination with the right build.
* BeamSpam: Multiple [[HealingShiv Nano Disruptors]] (up to six) can look like this. this.
* BeamSword: Tesla Blades, at least in name. They take the form of a line of electricity kept active by two tesla coils that shocks the ever-loving hell out of the enemy that touches it.



** The overall effectiveness of your weapons peaks at having six of them total - firing rate for [=SMG=]s, number of rounds for Plasma Cannons, "Ammo" count for Rail Cannons, and number of heal/damage beams for Nano Disruptors. It's worth having extra though in case some are shot off.

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*** Higher tier Tesla Blades (the layered ones) do a ''massive'' amount of damage, but a single layered blade will not hit an enemy twice until you stop touching it and then ram it again. Also, once a blade hits an enemy, it breaks off.
** The overall effectiveness of your weapons peaks at having six of them total - firing rate for [=SMG=]s, number of rounds for Plasma Cannons, "Ammo" count for Rail Cannons, and number of heal/damage beams for Nano Disruptors. It's worth having extra though in case some are shot off. Tesla Blades are an exception to this rule, though you need to be able to physically touch the enemy to do damage.



** Nano Disruptors are also this. They fire a continuous, auto-targeting beam that either heals allies or damages enemies. Like SMGs, they lack the raw power of Plasmas or Rails. Unlike SMGs, they have a very short range.

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** Nano Disruptors are also this. They fire a continuous, auto-targeting beam that either heals allies or damages enemies. Like SMGs, [=SMG=]s, they lack the raw power of Plasmas or Rails. Unlike SMGs, [=SMG=]s, they have a very short range.



* LethalJokeItem: Nano Disruptors aren't that great for directly attacking enemies, since by the tier they become available, most players will have absurd amounts of armor. On the other hand however, they are notorious for being able to rip off enemy weapons with ease, meaning they can't fire back.
* LoopholeAbuse: Pushing into an enemy with the same layered Tesla Blade? [[CompetitiveBalance The game purposefully doesn't register the next hit until you pull back and ram into him again.]] Lining up ''multiple'' Tesla Blades beside each other? [[OhCrap They can all hit at once.]]
** More goodness with Tesla Blades is that if you have enough of them, the game recognizes your robot as "Tesla <insert mobility type here>". This can be, and often is, used to conceal the ''actual'' weapons on the robot; in most cases these are [[BattleMedic Nano Disruptors]], but some people can surprise you with the other weapons.



* TankGoodness: With the recent addition of tracks, expect to see a lot more heavy tank bots around.

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* TankGoodness: With RammingAlwaysWorks: The entire idea behind Tesla Blades is to drive them into the recent addition enemy, which does a ''massive'' amount of tracks, expect damage. A robot covered with Tesla Blades all over is not something you want to see a lot more heavy tank bots around.let near you.


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* TankGoodness: With the recent addition of tracks, expect to see a lot more heavy tank bots around.
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* GameBreakingBugs: As the game is still in beta, there have been a few. These include: falling through the floor under certain circumstances,

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* GameBreakingBugs: GameBreakingBug: As the game is still in beta, there have been a few. These include: falling through the floor under certain circumstances, server overloads that have prevented players from being able to play, the anti-cheat software locking players out, and so on.
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* EasterEgg: It's actually possible to glitch out of the hangar and become stuck in the (very obvious) skybox. If you do this, then fly around to the rear of the ship, you'll find [[spoiler:a code that gives you two cosmetic badges when entered]].


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* GameBreakingBugs: As the game is still in beta, there have been a few. These include: falling through the floor under certain circumstances,


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* GoodBadBugs: There's a glitch that allows you, under certain circumstances, to glitch through the bottom of the hangar, leaving you unable to get back in and continue working on your robot until you restart the game. Rather than patch it, the developers have instead hidden a code on the back of the ship that [[spoiler:gives you two special badges]]. They're even considering adding an airlock to the hangar so those who trigger the bug can get back in afterwards, rather than actually just patching the bug.
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* Downplayed further in the latest update, which adds a "Hero Bonus": if you die, but your team still win, you gain extra RP and TP to make up for it.

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* ** Downplayed further in the latest update, which adds a "Hero Bonus": if you die, but your team still win, you gain extra RP and TP to make up for it.

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* BottomlessMagazines: [[JustifiedTrope Justified]], since all the weapons use energy and not ammunition. It's worth noting however that only the [=SMG=]s can fire endlessly, the Plasma Launcher and Rail Cannon must recharge after use. The Rail Cannons in particular have a brutal recharge time of ''20 seconds''.

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* BottomlessMagazines: [[JustifiedTrope Justified]], since all the weapons use energy and not ammunition. It's worth noting however that only the [=SMG=]s and Nano Disruptors can fire endlessly, endlessly; the Plasma Launcher and Rail Cannon must recharge after use. The Rail Cannons in particular have a brutal recharge time of ''20 seconds''.



** The overall effectiveness of your weapons peaks at having six of them total - firing rate for [=SMG=]s, number of rounds for Plasma Cannons, "Ammo" count for Rail Cannons, and number of heal/damage beams for Nano Disruptors..

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** The overall effectiveness of your weapons peaks at having six of them total - firing rate for [=SMG=]s, number of rounds for Plasma Cannons, "Ammo" count for Rail Cannons, and number of heal/damage beams for Nano Disruptors..Disruptors. It's worth having extra though in case some are shot off.



* Downplayed further in the latest update, which adds a "Hero Bonus": if you die, but your team still win, you gain extra RP and TP to make up for it.



** Nano Disruptors are also this. They fire a continuous, auto-targetting beam that either heal or damage enemies. Like SMG, they lack the raw power of Plasma or Rail. Unlike SMG, they have a very short range.
* FutureCopter: Hoverfans provide control by tilting in order to vector thrust, though the vast majority of robots use more tiltrotors than the two used in traditional futurecopters.

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** Nano Disruptors are also this. They fire a continuous, auto-targetting auto-targeting beam that either heal heals allies or damage damages enemies. Like SMG, SMGs, they lack the raw power of Plasma Plasmas or Rail. Rails. Unlike SMG, SMGs, they have a very short range.
* FutureCopter: Hoverfans Hoverblades provide control by tilting in order to vector thrust, though the vast majority of robots use more tiltrotors hoverblades than the two used in traditional futurecopters.futurecopters (four is the usual amount if you want a stable robot).


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* MightyGlacier: Tank Treads are the heaviest and most well-armoured method of locomotion, but also the slowest.
** "Landships", a common top-tier design, are enormous tanks with thick spaced armor that makes them very hard to kill, but they're also usually ''very'' slow and cumbersome.
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* GlassCannon: [[DeathFromAbove Bombers]] generally fit this role, although they have an excellent vantage point and can drop massive firepower, they are also extremely open and losing even one wing can be a death sentence. [[TanksButNoTanks Artillery]] also fits, you can easily disable or destroy most bots in [[OneHitKill one hit]], but you will be left defenseless for the long reload.
** "Downtiering" high level guns on an otherwise very low level bot to stay in a low tier is this. You can easily have the firepower to OneHitKill all but the best designed robots, but you won't be able to afford any significant defense or mobility yourself.
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* TankGoodness: With the recent addition of tracks, expect to see a lot more heavy tank bots around.
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* SpiderTank: Can be built using the walker legs.
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* ColorCodedMultiplayer: Your team's HUD, projectiles and electroplates are blue and the enemy's are red.
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* KillSat: FanNickname for a robot design that uses helium cubes to levitate itself to a great height (they thus work more like zeppelins than satellites, though they tend to resemble the latter more), then uses Rail Cannons to snipe at enemies. Means of propulsion optional.
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** Nano Disruptor are also this. They fire a continuous, auto-targetting beam that either heal or damage enemies. Like SMG, they lack the raw power of Plasma or Rail. Unlike SMG, they have a very short range.

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** Nano Disruptor Disruptors are also this. They fire a continuous, auto-targetting beam that either heal or damage enemies. Like SMG, they lack the raw power of Plasma or Rail. Unlike SMG, they have a very short range.
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*** Nano Disruptor fires a continuous beam that auto-targets to [[HealingShiv heal teammates]] or [[CombatMedic damage enemies]], though it has a very short range.

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*** Nano Disruptor fires Disruptors fire a continuous beam that auto-targets to [[HealingShiv heal teammates]] or [[CombatMedic damage enemies]], though it has a very short range.
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** [=SMG=]s are fast-firing and can be accurate at a range, but still have huge accuracy falloff the more distance there is between the shooter and the target.
** Plasma Launchers do monstrous damage that [[AreaOfEffect spreads out along their explosion]], though you have to combat the arc and recharge time after every shot.
** Rail Cannons excel at sniping and punching through select pieces of cubes, though they take a long time to recharge and have ''horrible'' accuracy issues if you're [[DoNotRunWithAGun moving whilst shooting]].
** Nano Disruptor fires a continuous beam that auto-targets to [[HealingShiv heal teammates]] or [[CombatMedic damage enemies]], though it has a very short range.

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** *** [=SMG=]s are fast-firing and can be accurate at a range, but still have huge accuracy falloff the more distance there is between the shooter and the target.
** *** Plasma Launchers do monstrous damage that [[AreaOfEffect spreads out along their explosion]], though you have to combat the arc and recharge time after every shot.
** *** Rail Cannons excel at sniping and punching through select pieces of cubes, though they take a long time to recharge and have ''horrible'' accuracy issues if you're [[DoNotRunWithAGun moving whilst shooting]].
** *** Nano Disruptor fires a continuous beam that auto-targets to [[HealingShiv heal teammates]] or [[CombatMedic damage enemies]], though it has a very short range.

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** Nano Disruptor fires a continuous beam that auto-targets to [[HealingShiv heal teammate]] or [[CombatMedic damage enemy]], though it has a very short range.

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** Nano Disruptor fires a continuous beam that auto-targets to [[HealingShiv heal teammate]] teammates]] or [[CombatMedic damage enemy]], enemies]], though it has a very short range.



* DeathIsASlapOnTheWrist: Ahaha, '''[[AvertedTrope no]]'''. The game is actually quite unrelenting when you die: aside from assist kills from a teammate avenging you, you only gain experience, RP and Tech Points for things done while you were alive. There was also a repair cost paid in RP for the parts destroyed, which could outweigh the match rewards in higher Tiers if you died without doing enough damage/capping. The repair system was later removed so you never ''lose'' money from playing.

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* DeathIsASlapOnTheWrist: Ahaha, '''[[AvertedTrope no]]'''. The game is actually quite unrelenting when you die: aside from assist kills from a teammate avenging you, you only gain experience, RP and Tech Points for things done while you were alive. There was also a repair cost paid in RP for the parts destroyed, which could outweigh the match rewards in higher Tiers if you died without doing enough damage/capping. The repair system damage/capping, but mercifully this was later removed so you never ''lose'' money from playing.entirely in a later update.



* DoNotRunWithAGun: Your accuracy takes a hit if you fire while moving in any way. It's not really noticeable with the [=SMG=] or Plasma Launcher, but the Rail Cannon suffers ''heavily'' from this.

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* DoNotRunWithAGun: Your accuracy takes a hit if you fire while moving in any way. It's not really noticeable with way, though the [=SMG=] or Plasma Launcher, but only weapon it affects significantly is the Rail Cannon suffers ''heavily'' from this.- a NecessaryDrawback, as being able to move at full speed while sniping would get overpowered very fast.



* HealingShiv: The Nano Disruptor, which fires a constant short-range beam can repair and replace an ally's cubes that have been destroyed in battle, or to harass enemy robots at close range.



* OutsideTheBoxTactic: The best way to disable a robot is not to aim at its functional parts, but to instead aim at the armor cubes those parts are sitting on; the armor cubes themselves, despite their name, are actually less durable than most weapon/movement cubes. Conversely, constructing a robot with proper armor means hiding those cubes behind other cubes or electroplates as much as possible.



* ViolationOfCommonSense: Despite the [[AndIMustScream obvious]] [[ATeamFiring issues]] that would arise in [[RealityEnsues reality]], there is no penalty for completely encasing your Pilot Seat in armor cubes, as you're in a spacesuit and gameplay is done in third-person from outside of your robot.

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* ViolationOfCommonSense: Despite the [[AndIMustScream obvious]] [[ATeamFiring issues]] that would arise in [[RealityEnsues reality]], there is no penalty for completely encasing your Pilot Seat in armor cubes, as you're in a spacesuit and gameplay is done in third-person from outside of your robot. In fact keeping your Pilot Seat hidden is a viable strategy, as it can deter enemies who like to go for a OneHitKill.
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Add Beam Spam section for Nano Disruptor

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* BeamSpam: Multiple [[HealingShiv Nano Disruptors]] (up to six) can look like this.

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Add nano disruptor to Competitive Balance and Fricking Laser Beams.


** The overall effectiveness of your weapons peaks at having six of them total - firing rate for [=SMG=]s, number of rounds for Plasma Cannons, and "Ammo" count for Rail Cannons.

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** Nano Disruptor fires a continuous beam that auto-targets to [[HealingShiv heal teammate]] or [[CombatMedic damage enemy]], though it has a very short range.
** The overall effectiveness of your weapons peaks at having six of them total - firing rate for [=SMG=]s, number of rounds for Plasma Cannons, and "Ammo" count for Rail Cannons.Cannons, and number of heal/damage beams for Nano Disruptors..


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** Nano Disruptor are also this. They fire a continuous, auto-targetting beam that either heal or damage enemies. Like SMG, they lack the raw power of Plasma or Rail. Unlike SMG, they have a very short range.
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updating


* DeathIsASlapOnTheWrist: Ahaha, '''[[AvertedTrope no]]'''. The game is actually quite unrelenting when you die: aside from assist kills from a teammate avenging you, you only gain experience, RP and Tech Points for things done while you were alive. There is also a repair cost paid in RP for the parts destroyed, which ''can'' outweigh the match rewards in higher Tiers if you die without doing enough damage/capping.

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* DeathIsASlapOnTheWrist: Ahaha, '''[[AvertedTrope no]]'''. The game is actually quite unrelenting when you die: aside from assist kills from a teammate avenging you, you only gain experience, RP and Tech Points for things done while you were alive. There is was also a repair cost paid in RP for the parts destroyed, which ''can'' could outweigh the match rewards in higher Tiers if you die died without doing enough damage/capping.damage/capping. The repair system was later removed so you never ''lose'' money from playing.
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* FutureCopter: Hoverfans provide control by tilting in order to vector thrust, though the vast majority of robots use more tiltrotors than the two used in traditional futurecopters.


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* HitScan: [=SMGs=] hit instantaneously despite their visual projectiles having travel time. This makes them amazing at blasting planes and balloon snipers out of the sky.

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''Robocraft'' is a {{Freeware}} vehicular combat {{Indiegame}} developed by ''[=FreeJam=]''. The basic premise is simple: you construct a mobile robot out of blocks called "Cubes", which can be anything from bricks to shields, wheels to thrusters, radars to weaponry, etc. Once you're done building, you can then take it into multiplayer matches where two teams of people using their own creations battle it out. Victory is achieved either by wiping out the opposing team, or by [[CaptureTheFlag capturing the point they spawned in on]].

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''Robocraft'' is a {{Freeware}} vehicular combat {{Indiegame}} {{indie game}} developed by ''[=FreeJam=]''. The basic premise is simple: you construct a mobile robot out of blocks called "Cubes", which can be anything from bricks to shields, wheels to thrusters, radars to weaponry, etc. Once you're done building, you can then take it into multiplayer matches where two teams of people using their own creations battle it out. Victory is achieved either by wiping out the opposing team, or by [[CaptureTheFlag capturing the point they spawned in on]].



* AdamSmithHatesYourGuts: The costs of new parts start to get downright silly as you progress through the tiers. For instance, wheels are reasonably priced at a few hundred a pop in Tier 2. But in Tier 5, each one costs upwards of ''4000''. And it only goes up from there.



* AndIMustScream: Losing all your weaponry and means of movement basically amounts to this. You are incapable of doing anything, just sitting there as a clump of wreckage waiting for death. Or you could just take the easy option and self-destruct. But even then, if you're being attacked, you might not even be able to do that.



* BottomlessMagazines: [[JustifiedTrope Justified]], since all the weapons use energy and not ammunition. It's worth noting however that only the [=SMG=]s can fire endlessly, the Plasma Launcher and Rail Cannon must recharge after use. The Rail Cannons in particular have a very brutal recharge time.

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* BottomlessMagazines: [[JustifiedTrope Justified]], since all the weapons use energy and not ammunition. It's worth noting however that only the [=SMG=]s can fire endlessly, the Plasma Launcher and Rail Cannon must recharge after use. The Rail Cannons in particular have a very brutal recharge time.time of ''20 seconds''.



* CompetitiveBalance: The "Ranking" stat of a cube is the defining factor of which Tier you will be playing matches in. The more Ranking your robot has, the higher its Tier.

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* CompetitiveBalance: The "Ranking" stat of a cube is the defining factor of which Tier you will be playing matches in. The more Ranking higher your robot has, robot's ranking, the higher its Tier.



** Rail Cannons excel at sniping and punching through select pieces of cubes, though they take a long time to recharge and have ''horrible'' accuracy issues if you're [[DoNotRunWithAGun moving while shooting]].

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** Rail Cannons excel at sniping and punching through select pieces of cubes, though they take a long time to recharge and have ''horrible'' accuracy issues if you're [[DoNotRunWithAGun moving while whilst shooting]].



* DeathIsASlapOnTheWrist: Ahaha, '''no'''. The game is actually quite unrelenting when you die: aside from assist kills from a teammate avenging you, you only gain experience, RP and Tech Points for things done while you were alive. There is also a repair cost paid in RP for the parts destroyed, which ''can'' outweigh the match rewards in higher Tiers if you die without doing enough damage/capping.

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* DeathIsASlapOnTheWrist: Ahaha, '''no'''.'''[[AvertedTrope no]]'''. The game is actually quite unrelenting when you die: aside from assist kills from a teammate avenging you, you only gain experience, RP and Tech Points for things done while you were alive. There is also a repair cost paid in RP for the parts destroyed, which ''can'' outweigh the match rewards in higher Tiers if you die without doing enough damage/capping.



* SniperDuel: Happens frequently between two Rail Cannon users, usually either ending with [[BlastingItOutOfTheirHands the Cannons blown off]] or [[SingleStrokeBattle a good killshot to the Pilot Seat]].

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* SniperDuel: Happens frequently between two Rail Cannon users, usually either ending with [[BlastingItOutOfTheirHands the Cannons blown off]] or [[SingleStrokeBattle a good killshot killing shot to the Pilot Seat]].
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indexing edit
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* WaveMotionGun: Rail Cannons start out as small-scale versions, but gradually get big enough to fit the trope wholesale, and they hit every bit as hard as one. Rails will easily punch through a robot lacking on armor, possibly even scoring a OneHitKill if you can nail their Pilot Seat. These take quite a while to recharge after their energy is expended, so be ready to run and hide.

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* WaveMotionGun: Rail Cannons start out as small-scale versions, but gradually get big enough to fit the trope wholesale, and they hit every bit as hard as one. Rails will easily punch through a robot lacking on armor, possibly even scoring a OneHitKill if you can nail their Pilot Seat. These take quite a while to recharge after their energy is expended, expended however, so be ready to run and hide.hide after you're delivered your payload.
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''Robocraft'' is a {{Freeware}} {{Indiegame}} developed by ''[=FreeJam=]''. The basic premise is simple: you construct a mobile robot out of blocks called "Cubes", which can be anything from bricks to shields, wheels to thrusters, radars to weaponry, and so on. Once you're done building, you then take it into multiplayer matches where two teams of people using their own creations battle it out. Victory is achieved either by wiping out the opposing team, or by [[CaptureTheFlag capturing the point they spawned in on]].

The game is currently in the late Alpha stages, and was recently greenlit on {{Steam}}. You can find the main website [[http://robocraftgame.com/ here]].

to:

''Robocraft'' is a {{Freeware}} vehicular combat {{Indiegame}} developed by ''[=FreeJam=]''. The basic premise is simple: you construct a mobile robot out of blocks called "Cubes", which can be anything from bricks to shields, wheels to thrusters, radars to weaponry, and so on. etc. Once you're done building, you can then take it into multiplayer matches where two teams of people using their own creations battle it out. Victory is achieved either by wiping out the opposing team, or by [[CaptureTheFlag capturing the point they spawned in on]].

The game is currently in the late Alpha stages, stages and is constantly being worked on, and it was recently greenlit on {{Steam}}.{{Steam}} where it can be downloaded and played from. You can find the main website [[http://robocraftgame.com/ here]].
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Remember when you built things out of {{LEGO}} as a child and imaging what it would be like to ride and fight with them? [[ThisIsYourPremiseOnDrugs This is pretty much that.]]

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Remember when you built things out of {{LEGO}} as a child and imaging child, imagining what it would be like to ride and fight with them? [[ThisIsYourPremiseOnDrugs This is pretty much that.]]
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Remember when you built things out of {{LEGO}} as a child and imaging what it would be like to ride and fight with them? This is pretty much that.

to:

Remember when you built things out of {{LEGO}} as a child and imaging what it would be like to ride and fight with them? [[ThisIsYourPremiseOnDrugs This is pretty much that.
that.]]
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This really needs a better page image. I myself couldn\'t find a better image of the splash screen robot, so if anyone else can supply something better, please do.

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[[quoteright:343:http://static.tvtropes.org/pmwiki/pub/images/robocraftlogo_5915.png]]
[[caption-width-right:343:Build. Drive. Fight.]]

Remember when you built things out of {{LEGO}} as a child and imaging what it would be like to ride and fight with them? This is pretty much that.

''Robocraft'' is a {{Freeware}} {{Indiegame}} developed by ''[=FreeJam=]''. The basic premise is simple: you construct a mobile robot out of blocks called "Cubes", which can be anything from bricks to shields, wheels to thrusters, radars to weaponry, and so on. Once you're done building, you then take it into multiplayer matches where two teams of people using their own creations battle it out. Victory is achieved either by wiping out the opposing team, or by [[CaptureTheFlag capturing the point they spawned in on]].

The game is currently in the late Alpha stages, and was recently greenlit on {{Steam}}. You can find the main website [[http://robocraftgame.com/ here]].

NeedsWikiMagicLove.

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!!Tropes pertaining to ''Robocraft'':
*AchillesHeel: Never, ''never'' expose your Pilot Seat or the cube it's fixed onto. Lose either of these, and you die.
*ArbitraryMaximumRange: Barely noticeable, as all the guns have the same range limit, which is pretty freaking far. Though at the same time you can't shoot people from, say, halfway across the map.
*BlastingItOutOfTheirHands: Selective destruction of the enemy's weaponry is a viable tactic; if he loses all his guns, then he can't fire back. This is doubly crippling for Rail Cannon users, as losing a cannon that was charged causes the charge to be lost and thus forcing a sooner recharge, which is very bad for them if you're keeping on the pressure.
*BottomlessMagazines: [[JustifiedTrope Justified]], since all the weapons use energy and not ammunition. It's worth noting however that only the [=SMG=]s can fire endlessly, the Plasma Launcher and Rail Cannon must recharge after use. The Rail Cannons in particular have a very brutal recharge time.
*BribingYourWayToVictory: It does have this, but it's ''very'' muted. The real-money currency "Galaxy Cash" can be used to buy ''[=FreeJam=]''-designed robots (and the CPU/Techs required to make it) from the Cube Depot, or to convert Tech Points from other Tiers into a one-size-fits-all "Uber" Tech Point that can be used for ''any'' Tier. However, there are only purchasable robots for up to Tier 7, and GC cannot be outright used to purchase RP (the regular in-game currency) or Tech Points (they can only be converted) and thus the player must earn them through playing matches just like anyone else. Essentially, GC is just for building more interesting robots ''faster'', it doesn't make them better or worse than anyone else's.
*CarFu: A robot with enough weight and speed can knock other robots around fairly easily. It doesn't do damage, but it can leave them prone for you to start laying on the pain with your guns.
*ClassAndLevelSystem: The game uses points called "CPU pFLOPS" to determine how much stuff you can put onto your robot. The higher your player level is, the more pFLOPS you can use. The maximum amount of CPU is 1511.
**There are also Tier levels for every type of cube, unlocked through the "Tech Chart" with Tech Points accumulated from winning matches/getting kills/capping points. While not necessary, it's typically better to unlock all of the cubes in your current Tier before advancing to the next.
*CompetitiveBalance: The "Ranking" stat of a cube is the defining factor of which Tier you will be playing matches in. The more Ranking your robot has, the higher its Tier.
**The weapons themselves also have unique gimmicks to set them apart:
**[=SMG=]s are fast-firing and can be accurate at a range, but still have huge accuracy falloff the more distance there is between the shooter and the target.
**Plasma Launchers do monstrous damage that [[AreaOfEffect spreads out along their explosion]], though you have to combat the arc and recharge time after every shot.
**Rail Cannons excel at sniping and punching through select pieces of cubes, though they take a long time to recharge and have ''horrible'' accuracy issues if you're [[DoNotRunWithAGun moving while shooting]].
**The overall effectiveness of your weapons peaks at having six of them total - firing rate for [=SMG=]s, number of rounds for Plasma Cannons, and "Ammo" count for Rail Cannons.
*CoolCar: Several robots you'll see in multiplayer are as awesome and menacing as they are powerful.
**WhatAPieceOfJunk: Some of the unassuming ones can be pretty strong too.
*CriticalExistenceFailure: [[AvertedTrope You wish.]] Lose a cube in battle, and the rest of the match will play out like you never had it, which can be very problematic if someone shoots out all your tires or destroys all your weapons. You can continue to lose cubes until your Pilot Seat is taken out, at which point you die.
*DeathFromAbove: Plasma-toting fliers excel at this. A skilled and accurate pilot can rack up a large number of kills just firing Plasma bombs into the crowd.
*DeathIsASlapOnTheWrist: Ahaha, '''no'''. The game is actually quite unrelenting when you die: aside from assist kills from a teammate avenging you, you only gain experience, RP and Tech Points for things done while you were alive. There is also a repair cost paid in RP for the parts destroyed, which ''can'' outweigh the match rewards in higher Tiers if you die without doing enough damage/capping.
*DeflectorShields: Electroplates can be placed onto your robot to serve as these. They are very useful for blocking Plasma and Rails, though a bit less effective versus [=SMG=]s. Beware however: once an electroplate takes too much damage, its shield shuts down and has to recharge, during which time it can be blown off entirely if you don't hide.
*DoNotRunWithAGun: Your accuracy takes a hit if you fire while moving in any way. It's not really noticeable with the [=SMG=] or Plasma Launcher, but the Rail Cannon suffers ''heavily'' from this.
*EnemyDetectingRadar: Comes as a cube literally named "Enemy Radar". There's also the Radar Jammer that screws with the radars of enemies, and the Radar Receiver that shows you what's on your ''teammate's'' radars.
*FrickinLaserBeams: [=SMG=]s are this. They fire in succession, peppering the enemy with laser pellets. Cheap and simple to use, and properly aimed they can eat through armor and even electroplates like candy, though they otherwise lack the raw power of Plasma or Rails.
*GameBreakingInjury: Depending on how your robot works, getting certain cubes shot off can put you in some... ''interesting'' situations. Losing enough wheels or thrusters can severely hamper your movement, losing your aerofoils and rudders can make it damn near impossible to fly straight, losing all your guns prevents you from returning fire, and so on. It's not uncommon to lose all means of mobility and get stranded.
*GogglesDoNothing: Glass cubes are purely aesthetic, they do nothing more or less than the basic white cubes.
*GrenadeLauncher[=/=]PlasmaCannon: The Plasma Launcher is [[MeaningfulName quite obviously]] fusion of the two, lobbing plasma globs that explode violently on impact. Very good at taking out whole chunks of robot. though electroplates can tank them easily enough. They take a few seconds to recharge after each salvo.
*ImprovisedArmor: Failing stacking cubes or electroplates, the various hardware you can put on your robot can also serve as armor. Even the purely cosmetic stuff can block shots for you if properly placed.
*NoOntologicalInertia: Done quite literally. The Pilot Seat you're sitting on - or rather, the cube the seat is affixed to - is the keystone that connects your entire robot to you. If the connection to that keystone is completely severed, then all of the cubes that were separated are immediately destroyed. And by extension, losing the keystone cube [[AchillesHeel kills you outright]].
*SniperDuel: Happens frequently between two Rail Cannon users, usually either ending with [[BlastingItOutOfTheirHands the Cannons blown off]] or [[SingleStrokeBattle a good killshot to the Pilot Seat]].
*ViolationOfCommonSense: Despite the [[AndIMustScream obvious]] [[ATeamFiring issues]] that would arise in [[RealityEnsues reality]], there is no penalty for completely encasing your Pilot Seat in armor cubes, as you're in a spacesuit and gameplay is done in third-person from outside of your robot.
*WaveMotionGun: Rail Cannons start out as small-scale versions, but gradually get big enough to fit the trope wholesale, and they hit every bit as hard as one. Rails will easily punch through a robot lacking on armor, possibly even scoring a OneHitKill if you can nail their Pilot Seat. These take quite a while to recharge after their energy is expended, so be ready to run and hide.

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