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* BitterSweetEnding: The "Good" Ending[[spoiler:- Control uses the Relic to cripple the Colonial fleet, allowing the UNE forces to finish them off, and the surviving UNE forces have enough firepower to prevent wrecked spaceships caught in Earth's gravity well from causing damage and environmental catastrophe to the planet; the war itself has achieved nothing, however, as the possibly-temporary peace that follows the Battle of Earth is simply a result of both the UNE and the Colonies already becoming too exhausted to carry on fighting, and there are new worries over what Control intends to do next, now that she is re-united with the Relic and still remains in Earth's orbit]].
* BlueAndOrangeMorality: Control. [[spoiler: Her over-riding goal is to be reintegrated into the Relic; she displays neither ill-will nor particular care to the UNE (and humans in general) beyond what is needed to facilitate that goal.]]

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* BitterSweetEnding: The "Good" Ending[[spoiler:- Control uses the Relic to cripple the Colonial fleet, allowing the UNE U.N.E. forces to finish them off, and the surviving UNE U.N.E. forces have enough firepower are then able to prevent mop up wrecked spaceships caught in Earth's gravity well well, preventing them from causing damage and environmental catastrophe to the planet; the war itself has achieved nothing, however, as the possibly-temporary peace that follows the Battle of Earth is simply a result of neither reconciliation nor capitulation but simply that of both the UNE U.N.E. and the Colonies already becoming too exhausted to carry on fighting, and there are new worries over what Control intends to do next, now that she is re-united with the Relic and still remains in Earth's orbit]].
* BlueAndOrangeMorality: Control. [[spoiler: Her over-riding goal is to be reintegrated into the Relic; she displays neither ill-will nor particular care to for the UNE (and humans in general) beyond what is she deems as needed to facilitate that goal.]]
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* BlueAndOrangeMorality: Control. [[spoiler: Her over-riding goal is to be reintegrated into the Relic; she displays neither ill-will nor particular care to the UNE (or humans in general) beyond what is needed to facilitate that goal.]]

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* BlueAndOrangeMorality: Control. [[spoiler: Her over-riding goal is to be reintegrated into the Relic; she displays neither ill-will nor particular care to the UNE (or (and humans in general) beyond what is needed to facilitate that goal.]]
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* BlueAndOrangeMorality: Control. [[spoiler: Her over-riding goal is to be reintegrated into the Relic; she displays neither ill-will nor particular care beyond what is needed to facilitate that goal.]]

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* BlueAndOrangeMorality: Control. [[spoiler: Her over-riding goal is to be reintegrated into the Relic; she displays neither ill-will nor particular care to the UNE (or humans in general) beyond what is needed to facilitate that goal.]]
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* BitterSweetEnding: The Good Ending[[spoiler:- Control uses the Relic to cripple the Colonial fleet, allowing the UNE forces to finish them off, and the surviving UNE forces have enough firepower to prevent wrecked spaceships caught in Earth's gravity well from causing damage and environmental catastrophe to the planet; the war itself has achieved nothing, however, as the possibly-temporary peace that follows is a result of both the UNE and the Colonies already being driven to the point of exhaustion, and there are concerns over what Control intends to do next, now that she is re-united with the Relic and still remains in Earth's orbit]].
* BlueAndOrangeMorality: Control.

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* BitterSweetEnding: The Good "Good" Ending[[spoiler:- Control uses the Relic to cripple the Colonial fleet, allowing the UNE forces to finish them off, and the surviving UNE forces have enough firepower to prevent wrecked spaceships caught in Earth's gravity well from causing damage and environmental catastrophe to the planet; the war itself has achieved nothing, however, as the possibly-temporary peace that follows the Battle of Earth is simply a result of both the UNE and the Colonies already being driven becoming too exhausted to the point of exhaustion, carry on fighting, and there are concerns new worries over what Control intends to do next, now that she is re-united with the Relic and still remains in Earth's orbit]].
* BlueAndOrangeMorality: Control. [[spoiler: Her over-riding goal is to be reintegrated into the Relic; she displays neither ill-will nor particular care beyond what is needed to facilitate that goal.]]
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* BitterSweetEnding: The Good Ending[[spoiler:- Control uses the Relic to cripple the Colonial fleet, allowing the UNE forces to finish them off, and the surviving UNE forces have enough firepower to prevent wrecked spaceships caught in Earth's gravity well from causing damage and environmental catastrophe to the planet; but both the UNE and the Colonies are already driven to the point of exhaustion, leading to at least temporary peace as Mankind is left wondering about Control's next move]].

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* BitterSweetEnding: The Good Ending[[spoiler:- Control uses the Relic to cripple the Colonial fleet, allowing the UNE forces to finish them off, and the surviving UNE forces have enough firepower to prevent wrecked spaceships caught in Earth's gravity well from causing damage and environmental catastrophe to the planet; but the war itself has achieved nothing, however, as the possibly-temporary peace that follows is a result of both the UNE and the Colonies are already being driven to the point of exhaustion, leading and there are concerns over what Control intends to at least temporary peace as Mankind do next, now that she is left wondering about Control's next move]].re-united with the Relic and still remains in Earth's orbit]].
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* BitterSweetEnding: The Good Ending[[spoiler:- Control uses the Relic to cripple the Colonial fleet, allowing the UNE forces to finish them off, and the surviving UNE forces have enough firepower to prevent wrecked spaceships caught in Earth's gravity well from causing damage and environmental catastrophe to the planet; both the UNE and the Colonies are too exhausted to carry on with the war, leading to at least temporary peace as Mankind is left wondering about Control's next move]].

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* BitterSweetEnding: The Good Ending[[spoiler:- Control uses the Relic to cripple the Colonial fleet, allowing the UNE forces to finish them off, and the surviving UNE forces have enough firepower to prevent wrecked spaceships caught in Earth's gravity well from causing damage and environmental catastrophe to the planet; but both the UNE and the Colonies are too exhausted already driven to carry on with the war, point of exhaustion, leading to at least temporary peace as Mankind is left wondering about Control's next move]].
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* BitterSweetEnding: The Good Ending[[spoiler:- Control uses the Relic to cripple the Colonial fleet, allowing the UNE forces to finish them off, and the surviving UNE forces have enough firepower to prevent wrecked spaceships caught in Earth's gravity well from causing damage and environmental catastrophe to the planet; Neither the UNE nor the Colonies is able to carry on with the war, leading to at least temporary peace as Mankind is left wondering about Control's next move]].

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* BitterSweetEnding: The Good Ending[[spoiler:- Control uses the Relic to cripple the Colonial fleet, allowing the UNE forces to finish them off, and the surviving UNE forces have enough firepower to prevent wrecked spaceships caught in Earth's gravity well from causing damage and environmental catastrophe to the planet; Neither both the UNE nor and the Colonies is able are too exhausted to carry on with the war, leading to at least temporary peace as Mankind is left wondering about Control's next move]].
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* BitterSweetEnding: The Good Ending[[spoiler:- Control uses the Relic to cripple the Colonial fleet, allowing the UNE forces to finish them off, and the surviving UNE forces have enough firepower to prevent wrecked spaceships caught in Earth's gravity well from causing damage and environmental catastrophe to the planet; both sides are driven to the point of exhaustion, leading to at least temporary peace as Mankind is left wondering about Control's next move]].

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* BitterSweetEnding: The Good Ending[[spoiler:- Control uses the Relic to cripple the Colonial fleet, allowing the UNE forces to finish them off, and the surviving UNE forces have enough firepower to prevent wrecked spaceships caught in Earth's gravity well from causing damage and environmental catastrophe to the planet; both sides are driven to Neither the point of exhaustion, UNE nor the Colonies is able to carry on with the war, leading to at least temporary peace as Mankind is left wondering about Control's next move]].
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** If you don't replay levels and get good medals, then the ending will reflect that. The after action reports will also give you a hint as to how well you're doing. If you get gold/platinum medals (due to destroying a lot of enemy forces quickly), Earth in general gets minor damage and good upgrades, and the Colonials suffer irreplaceable losses. On the other hand, if you don't get those medals, they tell you that your actions were largely trivial to the Colonials and it doesn't do much to slow them down, and at the end you earn a BitterSweetEnding.

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** If you don't replay levels and get good medals, then the ending will reflect that. The after action reports will also give you a hint as to how well you're doing. If you get gold/platinum medals (due to destroying a lot of enemy forces quickly), Earth in general gets minor damage and good upgrades, and the Colonials suffer irreplaceable losses. On the other hand, if you don't get those medals, they tell you that your actions were largely trivial to the Colonials and it doesn't do much to slow them down, and at the end you earn a BitterSweetEnding.DownerEnding.
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* BitterSweetEnding: The Good Ending[[spoiler:- Control uses the Relic to cripple the Colonial fleet, allowing the UNE forces to finish them off, and the surviving UNE forces have enough firepower to prevent wrecked spaceships caught in Earth's gravity well from causing damage and environmental catastrophe to the planet; both sides are driving to the point of exhaustion, leading to at least temporary peace as Mankind is left wondering about Control's next move]].

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* BitterSweetEnding: The Good Ending[[spoiler:- Control uses the Relic to cripple the Colonial fleet, allowing the UNE forces to finish them off, and the surviving UNE forces have enough firepower to prevent wrecked spaceships caught in Earth's gravity well from causing damage and environmental catastrophe to the planet; both sides are driving driven to the point of exhaustion, leading to at least temporary peace as Mankind is left wondering about Control's next move]].
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* BitterSweetEnding: The Good Ending[[spoiler:- Control uses the Relic to cripple the Colonial fleet, allowing the UNE forces to finish them off, and the surviving UNE forces have enough firepower to prevent wrecked spaceships caught in Earth's gravity well to cause damage and environmental catastrophe to the planet; yet the Relic remains over Earth, leaving Mankind wondering about Control's next move]].

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* BitterSweetEnding: The Good Ending[[spoiler:- Control uses the Relic to cripple the Colonial fleet, allowing the UNE forces to finish them off, and the surviving UNE forces have enough firepower to prevent wrecked spaceships caught in Earth's gravity well to cause from causing damage and environmental catastrophe to the planet; yet both sides are driving to the Relic remains over Earth, leaving point of exhaustion, leading to at least temporary peace as Mankind is left wondering about Control's next move]].
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* BitterSweetEnding: Happens if you don't get enough good medals during the missions. [[spoiler:Control says you win, but due to lack of resources/planning, lots of ships break up in Earth's atmosphere, causing a lot of destruction on the ground and forcing humanity to abandon it.]]

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* BitterSweetEnding: Happens if you don't get The Good Ending[[spoiler:- Control uses the Relic to cripple the Colonial fleet, allowing the UNE forces to finish them off, and the surviving UNE forces have enough good medals during the missions. [[spoiler:Control says you win, but due firepower to lack of resources/planning, lots of ships break up prevent wrecked spaceships caught in Earth's atmosphere, causing a lot of destruction on gravity well to cause damage and environmental catastrophe to the ground and forcing humanity to abandon it.]]planet; yet the Relic remains over Earth, leaving Mankind wondering about Control's next move]].



* DownerEnding: Unless you get enough gold/platinum medals in the preceding missions, [[spoiler: the final battle results in the decimation of Earth - which results in it being uninhabitable.]] Even if you do prevent this, the war still isn't over and in all likelihood, with the UNE fleet essentially completely destroyed, the best you've done is win a PyrrhicVictory.

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* DownerEnding: Unless Happens if you don't get enough gold/platinum medals in during the preceding missions, [[spoiler: missions. [[spoiler:Control says you win, but due to lack of resources/planning, lots of ships break up in Earth's atmosphere, causing enough destruction to render the final battle results in the decimation of Earth - which results in it being uninhabitable.]] Even if you do prevent this, the war still isn't over planet uninhabitable and in all likelihood, with the UNE fleet essentially completely destroyed, the best you've done is win a PyrrhicVictory.therefore forcing humanity to abandon it.]]
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*** And considering the [[OneManArmy sheer]] [[CurbStompBattle damage]] a properly-used Strike Suit can inflict on an enemy fleet, one can obviously understand why even the Black Fleet would dread fighting it. And quite frankly, they're right to do so - use the Strike Suit in that mission well enough, and you can simply tear the Black Fleet's fighter and corvettes to shreds, and utterly cripple their capital ships, if not outright inflict the killing blow before your capital ships do.
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fixing a spoiler.


** Running out of time in the final mission in particular treats you to a cutscene where Control informs you that [[the Relic is about to destroy Earth and you won't survive it firing]]

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** Running out of time in the final mission in particular treats you to a cutscene where Control informs you that [[the [[spoiler:the Relic is about to destroy Earth and you won't survive it firing]]
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* ArtisticLicenseMilitary: A minor one. Captains outrank Commodores in traditional navies, so it doesn't make much sense for Bowman to demand McCallum to follow his orders.
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* YouHaveOutlivedYourUsefulness: [[spoiler: Control advises the fleet to abandon Commander Bowman during the Battle of Taranto, having exhausted what use he provided, saying that allowing him to retain command any longer would [[IDidWhatIHadToDo drastically decrease the odds of success]].]]
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* EverybodysDeadDave: See the second mission. And there wasn't even a battle - all the debris is from the destroyed Earth Fleet.

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* EverybodysDeadDave: See the second mission.mission "Aftermath". And there wasn't even a battle - all the debris is from the destroyed Earth Fleet.
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* UpdatedRerelease: ''The Director's Cut'', coming out only a year after the first version. It follows the same BroadStrokes of the original story, but alters a few details, mostly to give additional characterization and to alter the order of events slightly.
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* DownerEnding: Unless you get enough gold/platinum medals in the preceding missions, the final battle results in the decimation of Earth - which results in it being uninhabitable. Even if you do prevent this, the war still isn't over and in all likelihood, with the UNE fleet essentially completely destroyed, the best you've done is win a PyrrhicVictory.

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* DownerEnding: Unless you get enough gold/platinum medals in the preceding missions, [[spoiler: the final battle results in the decimation of Earth - which results in it being uninhabitable. uninhabitable.]] Even if you do prevent this, the war still isn't over and in all likelihood, with the UNE fleet essentially completely destroyed, the best you've done is win a PyrrhicVictory.
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* ColorCodedArmies: [[GoodColorsEvilColors Yours are blue. Theirs are red.]]

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* AceCustom: The Black Fleet's Frigates replace one of their Missile Turrets for a[[WaveMotionGun Beam Cannon]], without losing their default Torpedo capability. You will want to take out the Beam Cannons asap to minimize damage to your capital ships.

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* AceCustom: The Black Fleet's Frigates replace one of their Missile Turrets for a[[WaveMotionGun a [[WaveMotionGun Beam Cannon]], without losing their default Torpedo capability. You will want to take out the Beam Cannons asap to minimize damage to your capital ships.ships.
** Black Fleet ships also have Beam Turrets, which are smaller versions of Beam Cannons that shoot at fighters instead of ships. They are quite powerful and long ranged too, and are very good at reducing your shields and keeping them from recharging unless you put quite some distance on.


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* DownerEnding: Unless you get enough gold/platinum medals in the preceding missions, the final battle results in the decimation of Earth - which results in it being uninhabitable. Even if you do prevent this, the war still isn't over and in all likelihood, with the UNE fleet essentially completely destroyed, the best you've done is win a PyrrhicVictory.

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* LimitBreak: The Strike Suit's "Strike Mode" feature, in which it [[TransformingMecha changes form]], diverts power from the engines, and uses the fold-drive to enhance all weapon systems, consumes Flux energy from its internal capacitor when firing. The Flux energy is built up slowly over time, but destroying targets builds it up faster. This energy is only expended when firing in Strike Mode, and every further target destroyed adds a little, rewarding a player for using it efficiently.

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* LimitBreak: The Strike Suit's "Strike Mode" feature, in which it [[TransformingMecha changes form]], diverts power from the engines, and uses the fold-drive to enhance all weapon systems, consumes Flux energy from its internal capacitor when firing. The Flux energy is built up slowly over time, time (up to about 30%), but destroying targets builds it up faster. This energy is only expended when firing in Strike Mode, and every further target destroyed adds a little, rewarding a player for using it efficiently.



** Historical reference: the [[http://en.wikipedia.org/wiki/Battle_of_Taranto Battle of Taranto]] (torpedo bombers damaging or sinking docked battleships).

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** Historical reference: the [[http://en.wikipedia.org/wiki/Battle_of_Taranto Battle of Taranto]] (torpedo bombers damaging or sinking docked battleships). battleships).
** Could be unintentional, but there are a lot of voiceclips about [[StarCraft Cruisers being operational]]
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** Also, being able to remain stationary instead of constantly moving forward like any other small spacecraft, which is quite handy for dealing with other stationary or mostly stationary targets like turrets on capital ships and installations.
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* AscendedExtra: The Protheus freighter in the Directors Cut. In the original version, its an optional objective to save in the first mission and is then never seen or heard from again. In the Directors Cut, you have to save it, as [[spoiler: it has been redirected to pick up Control]] and it stays with you for at least a third of the campaign.


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** The directors cut mission debrief clarifies that his ship was destroyed, so he either died or became a POW.
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* AntiFrustrationFeatures: If you die in the mission but get to a checkpoint, when the game restarts the checkpoint your hull and missiles have been reset back to full, making some of the more frustrating parts of some levels a little more bearable.

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* AntiFrustrationFeatures: If you die in the mission but get to a checkpoint, when the game restarts the checkpoint your hull and missiles have been reset back to full, full (same for the hulls of any ally you were protecting at the time, or at least to the level they were at the start), making some of the more frustrating parts of some levels a little more bearable.

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* GlassCannon: The Strike Suit, compared to other craft. It has good performance, and moderate weaponry, but relatively poor shielding. However, when engaging [[LimitBreak Strike Mode]], its offensive power is multiplied several-fold, but it moves very slowly making it even more vulnerable than usual. This makes it suited to high risk, high reward combat.

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* GlassCannon: The Strike Suit, compared to other craft. It has good performance, and moderate weaponry, but relatively poor shielding. However, when engaging [[LimitBreak Strike Mode]], its offensive power is multiplied several-fold, but it moves very slowly making it even more vulnerable than usual. This makes it suited to high risk, high reward combat. combat.
** The Raptor model goes even further in that direction.
** The Bomber is a more traditional example, as its name implies. It can carry four missile weapons in addition to its unique, unlimited torpedoes, but has poor mobility. While it has more armor and shielding than a fighter, that doesn't help much in a dogfight.



** Unlocking the upgrade in Mission 11. You're required to complete the mission in 15 minutes, but only the first part of the mission actually requires the player to trigger the event flags to continue. Making things worse is that the very first one isn't particularly obvious; the player is given the objective to destroy around 20 enemy fighters, but this has nothing to do with clearing the mission. Instead, you have to ignore the fighters and help your capitol ships take out the frigate as quickly as possible.
** If you don't replay levels and get good medals, then the ending will reflect that. The after action reports will also give you a hint as to how well you're doing. If you get gold/platinum medals (due to destroy a lot of enemy forces), Earth in general gets minor damage and good upgrades, and the Colonials suffer irreplaceable losses. On the other hand, if you don't get those medals, they tell you that your actions were largely trivial to the Colonials and it doesn't do much to slow them down, and at the end you earn a BitterSweetEnding.

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** Unlocking the upgrade in Mission 11. You're required to complete the mission in 15 minutes, but only the first part of the mission actually requires the player to trigger the event flags to continue. Making things worse is that the very first one isn't particularly obvious; the player is given the objective to destroy around 20 enemy fighters, but this has nothing to do with clearing the mission. Instead, you have to ignore the fighters and help your capitol capital ships take out the frigate as quickly as possible.
*** Upgrades in general require you to pay close attention to the mission briefing, and in many cases there is no clear way to tell if you met the requirements during a mission. Plus at least one of them is plain impossible on your first playthrough (completing the mission with the Interceptor, which you can't use yet).
** If you don't replay levels and get good medals, then the ending will reflect that. The after action reports will also give you a hint as to how well you're doing. If you get gold/platinum medals (due to destroy destroying a lot of enemy forces), forces quickly), Earth in general gets minor damage and good upgrades, and the Colonials suffer irreplaceable losses. On the other hand, if you don't get those medals, they tell you that your actions were largely trivial to the Colonials and it doesn't do much to slow them down, and at the end you earn a BitterSweetEnding.



** In fact, you are routinely told to just do that whenever you encounter an enemy capital ship (or defend one of your own), plus occasionally taking out enemy flak turrets so that your Bombers can send in Torpedoes.



* HitAndRunTactics: One mission is specifically this, where you attack an enemy supply depot and attempt to leave before they can respond. Also played straight in that this is usually the best way to attack capital ships, knocking out a turret or two, then flying away since a moving target is harder to hit.

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* HitAndRunTactics: One mission is specifically this, where you attack an enemy supply depot and attempt to leave before they can respond. Also played straight in that this is usually the best way to attack capital ships, knocking out a turret or two, then flying away since a moving target is harder to hit. And most of your ships don't pack the punch to take them out yourself anyway, you can only soften them up for your own capital ships or bombers.



* ItsUpToYou: Played straight for the most part. While your allies are generally competent enough to help you, when it comes time to taking on an enemy capital ship, or destroying x amount of enemy ships, you'll more or less have to do it on your own, unless they specifically mention their ships taking on enemy capital ships.

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* ItsUpToYou: Played straight for the most part. While your allies are generally competent enough to help you, when it comes time to taking on an enemy capital ship, or destroying x amount of enemy ships, you'll more or less have to do it on your own, unless they specifically mention their ships taking on enemy capital ships. And even then they will usually lose without you taking out Beam turrets and torpedoes.



** Machine Guns, again, are not very flashy, but incredibly useful against enemy fighters and torpedoes since they don't require precise aim and don't rely on energy.



** Running out of time in the final mission in particular treats you to a cutscene where Control informs you that [[the Relic is about to destroy Earth and you won't survive it firing]]



** Unless you're flying the [[MightyGlacier Marauder]]. On easier difficulties it can shrug off torpedoes with only minor armour damage.

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** Unless you're flying the [[MightyGlacier Marauder]]. On easier difficulties it can shrug off torpedoes with only minor armour damage.damage (and other craft can survive a hit as well, if barely).
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** Before each mission in the "Heroes of the Fleet" DLC, during the simulation's boot screen, some letters flash red for a split second. These letters read [[spoiler: CONTROL LIVES YOU WILL DIE]], which gives an inkling that [[spoiler: Control 2.0]] [[AIIsACrapshoot isn't quite ready for prime time yet]].
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Add reference to Battle of Taranto

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** Historical reference: the [[http://en.wikipedia.org/wiki/Battle_of_Taranto Battle of Taranto]] (torpedo bombers damaging or sinking docked battleships).
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fixing a typo.


** By around mission 10, your own fleet turns into one. Control notices that the Black Fleet only seems to be attacking you in small waves, and seme hesitant to commit to a full assault. So your allies take advantage of this by bringing the fight to them, and you end up wiping them out by the end of the mission. And because of all the HitAndRunTactics you've been using on them, the Colonials are forced to deal with your fleet, which delays their invasion of Earth as a result.

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** By around mission 10, your own fleet turns into one. Control notices that the Black Fleet only seems to be attacking you in small waves, and seme is hesitant to commit to a full assault. So your allies take advantage of this by bringing the fight to them, and you end up wiping them out by the end of the mission. And because of all the HitAndRunTactics you've been using on them, the Colonials are forced to deal with your fleet, which delays their invasion of Earth as a result.
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* LoopholeAbuse: In mission 5, Control tells you that one of the other teams won't finish their mission within the allotted timeframe given to you by Commander Bowman. Grace says that they can't deviate from their own mission to help out due to the nature of the hit and run mission. Control says that you shouldn't directly disobey your orders, but mentions after you finish your mission, you should take an alternate route back, preferably one that would allow you to pass by your teammates and give them a hand.


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* TakeYourTime:
** Played straight for the most part. For example, in mission 5, you're told to destroy the enemy supply base, and ignore their fighters. But if you want you can totally destroy the fighters along with the supplies, which probably isn't a bad idea as they follow you around and continue shooting at you. And there are times you may want to deviate from fulfilling the mission goal to destroy some other stuff which gets you more points at the end of the level (which pays off later in the form a better medal, which equates to you destroying more Colonial ships/resources, and they have to divert their forces away from Earth to focus on you, which also gives you a better ending).
** Averted in EscortMission sections. If you have to protect something, you'll want to knock out whatever's attacking them as fast as possible. While some missions let you continue if you fail to protect the ship (though you won't get the bonus upgrade for that level), some will lead to a NonStandardGameOver and force you to redo it.

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