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* ArbitraryMaximumRange: All weapons have this. Non-explosive projectiles disappear at their maximum range, laser weapons terminate suddenly, and explosive projectiles and missiles detonate upon reaching their maximum range.

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* ArbitraryMaximumRange: ArbitraryWeaponRange: All weapons have this. Non-explosive projectiles disappear at their maximum range, laser weapons terminate suddenly, and explosive projectiles and missiles detonate upon reaching their maximum range.
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*** ECM Ships focus on spreading debuffs to enemies, and have increased durability compared to Recons and Covet Ops. Two of their class specific modules prevents the enemy from shooting or using their own modules, and their special ability is the Metastable Energy Field Generator, which grants temporary invincibilty for 6 seconds. After the 6 seconds, a paralyzing wave is unleashed, which prevents hostiles from doing anything, and instantly stops any modules that are active and kills summoned units (i.e guard or attack drones)

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*** ECM Ships focus on spreading debuffs to enemies, and have increased durability compared to Recons and Covet Ops. Two of their class specific modules prevents the enemy from shooting or using their own modules, and their special ability is the Metastable Energy Field Generator, which grants temporary invincibilty invincibility for 6 seconds. After the 6 seconds, a paralyzing wave is unleashed, which prevents hostiles from doing anything, and instantly stops any modules that are active and kills summoned units (i.e guard or attack drones)
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* AmbushingEnemy: The Tackler class ships can cloak themselves, rendering them invisible both visually and on radar. Combined with its faster than average speed, a tackler can destroy Interceptors in the blink of an eye and easily destroy unaware fighters or Long Range frigates.


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* CharacterClassSystem: Not counting Special type ships, there are 4 ship classes, with 10 ship sub classes
** Interceptors are the FragileSpeedster GlassCannon, CriticalHitClass and the [[ArmyScout Fleet's Scout.]] Small in size, they can move extremely quickly,can dish out high damage, despite having only 2 weapon turrets, and have extended sensor ranges compared to other ships. However, as expected of a ship of their size, they're rather frail, and all it takes is a couple stray shots to turn them into space junk.
*** Recons are the fastest interceptors, and excel at finding other ships for the team, and capture beacon or bomb objectives faster than all other ship classes. Their special ability is Microwarp Engine, which after a brief delay, sends them flying off extremely quickly, offering unparalleled mobility.
*** ECM Ships focus on spreading debuffs to enemies, and have increased durability compared to Recons and Covet Ops. Two of their class specific modules prevents the enemy from shooting or using their own modules, and their special ability is the Metastable Energy Field Generator, which grants temporary invincibilty for 6 seconds. After the 6 seconds, a paralyzing wave is unleashed, which prevents hostiles from doing anything, and instantly stops any modules that are active and kills summoned units (i.e guard or attack drones)
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* DifficultButAwesome: Interceptors are fragile, one wrong move or run into a tackler and it's all over, but their sheer maneuverability and surprising amount of damage can let them take down most frigates and fly rings around destroyers in the hands of a skilled player. In the case of destroyers, interceptors are small enough that they can actually fit through the personal shields of one, and damage hull directly at point blank range!

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


* EnergyWeapon: Most laser weapons are {{hitscan}}, dealing damage every second. Played straight with the Heavy Blaster and Meson Cannon.



* FrickinLaserBeams: Averted for the most part. Most laser weapons are {{hitscan}}, dealing damage every second. Played straight with the Heavy Blaster and Meson Cannon.
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* AlwaysAccurateAttack: The Thi'Lith Beam, an alien weapon for fighters, fires auto-aim HitScan bolts at whatever is in its (very large) line of sight.

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* AlwaysAccurateAttack: The Thi'Lith Beam, an alien weapon for fighters, fires auto-aim HitScan {{hitscan}} bolts at whatever is in its (very large) line of sight.



* FrickinLaserBeams: Averted for the most part. Most laser weapons are of the HitScan variety, dealing damage every second. Played straight with the Heavy Blaster and Meson Cannon.

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* FrickinLaserBeams: Averted for the most part. Most laser weapons are of the HitScan variety, {{hitscan}}, dealing damage every second. Played straight with the Heavy Blaster and Meson Cannon.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/star_conflict.jpg]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/star_conflict.jpg]]
org/pmwiki/pub/images/starconflict.png]]
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Blank edit to see if the image is fixed.


!! ''Star Conflict'' contains examples of:

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!! ''Star !!''Star Conflict'' contains examples of:
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!! Star Conflict contains examples of:

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!! Star Conflict ''Star Conflict'' contains examples of:
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''[[http://star-conflict.com/en Star Conflict]]'' is a Free-to-Play Sci-fi Flight-Sim MMO. It is being developed by Creator/GaijinEntertainment, who are also behind the popular ''VideoGame/WarThunder'', and was first released on February 27th, 2013.

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''[[http://star-conflict.com/en Star Conflict]]''
''Star Conflict''
is a Free-to-Play Sci-fi Flight-Sim MMO. It is being developed by Creator/GaijinEntertainment, who are also behind the popular ''VideoGame/WarThunder'', and was first released on February 27th, 2013.




The official website can be visited [[http://star-conflict.com/en here]].



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The game is based on Player versus Player battles between two teams. There are various PvP game modes, including Team Deathmatch, Domination (3 beacons; capture and hold them), Beacon Hunt (king of the hill style), Combat Recon, where one player is designated captain, and the other players can respawn an unlimited number of times as long as he is still alive. The game also offers PvE missions, pitting four players against waves of enemies to complete missions across three rounds (with the exception of Fire Support and Defense Contract; those only have one) per map. Open Space/ Invasion, the third mode, is an open world sandbox where players can complete assigned missions, gather resources for crafting, or pursue a career as a law abiding citizen / lawless pirate. Finally, there is a "Custom Battle" mode which provides players with tremendous opportunities for choosing the type of gameplay that suits them best.

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The game is based on Player versus Player battles between two teams. There are various PvP [[PlayerVersusPlayer PvP]] game modes, including Team Deathmatch, Domination (3 beacons; capture and hold them), Beacon Hunt (king of the hill style), Combat Recon, where one player is designated captain, and the other players can respawn an unlimited number of times as long as he is still alive. The game also offers PvE missions, pitting four players against waves of enemies to complete missions across three rounds (with the exception of Fire Support and Defense Contract; those only have one) per map. Open Space/ Invasion, the third mode, is an open world sandbox where players can complete assigned missions, gather resources for crafting, or pursue a career as a law abiding citizen / lawless pirate. Finally, there is a "Custom Battle" mode which provides players with tremendous opportunities for choosing the type of gameplay that suits them best.

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''[[http://star-conflict.com/en Star Conflict]]'' is a Free-to-Play Sci-fi Flight-Sim MMO. It is being developed by Creator/GaijinEntertainment, who are also behind the popular ''VideoGame/WarThunder''.

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''[[http://star-conflict.com/en Star Conflict]]'' is a Free-to-Play Sci-fi Flight-Sim MMO. It is being developed by Creator/GaijinEntertainment, who are also behind the popular ''VideoGame/WarThunder''.
''VideoGame/WarThunder'', and was first released on February 27th, 2013.



* WeWillSpendCreditsInTheFuture: Credits act as the game's main currency. Averted with faction-specific "Loyalty vouchers", which functions as a currency, and "Galactic Standards", which appear to be actual gold coins and act as the game's premium currency.

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* WeWillSpendCreditsInTheFuture: Credits act as the game's main currency. Averted with faction-specific "Loyalty vouchers", which functions as a currency, and "Galactic Standards", which appear to be actual gold coins and act as the game's premium currency.currency.
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* LeadTheTarget: Due to the fact that majority of the weapons are non-{Hitscan}, players are often forced to do this.



* Main/{{Roboteching}}: Mostly averted. Almost all weapons travel in a straight line, and missiles must travel in arcs to reach their targets. Played straight with the Phaser weapon, which shoots a ball of energy that follows the player's cursor.

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* Main/{{Roboteching}}: {{Roboteching}}: Mostly averted. Almost all weapons travel in a straight line, and missiles must travel in arcs to reach their targets. Played straight with the Phaser weapon, which shoots a ball of energy that follows the player's cursor.
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* LeadTheTarget: Due to the fact that majority of the weapons are non-{Hitscan}, players are often forced to do this.
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Added DiffLines:

* LeadTheTarget: For most non-laser weapons. The Phaser is an exception.

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