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* GoingDownWithTheShip: [=AGI=] Task Force pilots will never eject from their fighter craft even if the situation becomes hopeless for them, rendering attempts to commandeer their fighters impossible. In ''Albion Prelude'', this problem is somewhat fixed in that all their ships can be bought at Terran shipyards.

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* GoingDownWithTheShip: [=AGI=] Task Force pilots will never eject from their fighter craft even if the situation becomes hopeless for them, rendering attempts to commandeer their fighters impossible.impossible; this is presumably to prevent their hardware from falling into the wrong hands, which is justifiable given their paranoid attitude towards the other races. In ''Albion Prelude'', this problem is somewhat fixed in that all their ships can be bought at Terran shipyards.
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* GoingDownWithTheShip: [=AGI=] Task Force pilots will never eject from their fighter craft even if the situation becomes hopeless for them, rendering attempts to commandeer their fighters impossible. In ''Albion Prelude'', this problem is somewhat fixed in that all their ships can be bought at Terran shipyards.
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*** Likewise with the Terran Keris drone; it carries an Electro-Magnetic Plasma Cannon which deals great damage to both fighters and capital ships. En masse, they're geared towards destroying capital ships than fighters, however, since the [=EMPC=]'s shots are too slow to hit moving fighters and the firing rate is sub-par. This puts the Terrans/[=ATF=] at a major disadvantage if facing mass numbers of fighters and little to no numbers of capitals since their only fighter drone suffers from a case of CripplingOverspecialization.
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** In the story, the Terrans' military technology is well in advance of the Commonwealth's, which was why the Argon deemed it necessary to develop AGI warships to fight them. This is not true in gameplay for reasons of CompetitiveBalance: the Terrans have a definite edge in [[LightningBruiser speed, maneuvering, and defenses]], but Commonwealth energy weapons are good enough to compensate. Ironically, Terran/[=ATF=] fighters and frigates in gameplay have particularly ineffective guns compared to their Commonwealth and Xenon counterparts; in a straight capital-to-capital battle, the Terrans/[=AGI=] Task Force would win soundly except for their frigates ([[GameBreaker albeit the Skirnir takes an emphatic exception to that]]). In a space fighter dogfight, the Commonwealth and Xenon would win due to their better variety of weaponry and numerical advantage.

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** In the story, the Terrans' military technology is well in advance of the Commonwealth's, which was why the Argon deemed it necessary to develop AGI warships to fight them. This is not true in gameplay for reasons of CompetitiveBalance: the Terrans have a definite edge in [[LightningBruiser speed, maneuvering, and defenses]], but Commonwealth energy weapons are good enough to compensate. Ironically, Terran/[=ATF=] fighters and frigates in gameplay have particularly ineffective guns compared to their Commonwealth and Xenon counterparts; in a straight capital-to-capital battle, the Terrans/[=AGI=] Task Force would win soundly except for their frigates ([[GameBreaker albeit the Skirnir takes an emphatic exception to that]]). In a space fighter dogfight, the Commonwealth and Xenon would win due to their better variety of weaponry and numerical advantage. [[StarWars Does this remind you of anything?]]
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** In the story, the Terrans' military technology is well in advance of the Commonwealth's, which was why the Argon deemed it necessary to develop AGI warships to fight them. This is not true in gameplay for reasons of CompetitiveBalance: the Terrans have a definite edge in [[LightningBruiser speed, maneuvering, and defenses]], but Commonwealth energy weapons are good enough to compensate. Ironically, Terran/[=ATF=] fighters and frigates in gameplay have particularly ineffective guns compared to their Commonwealth and Xenon counterparts; in a straight capital-to-capital battle, the Terrans/[=AGI=] Task Force would win soundly except for their frigates. In a space fighter dogfight, the Commonwealth and Xenon would win due to their better variety of weaponry and numerical advantage.

to:

** In the story, the Terrans' military technology is well in advance of the Commonwealth's, which was why the Argon deemed it necessary to develop AGI warships to fight them. This is not true in gameplay for reasons of CompetitiveBalance: the Terrans have a definite edge in [[LightningBruiser speed, maneuvering, and defenses]], but Commonwealth energy weapons are good enough to compensate. Ironically, Terran/[=ATF=] fighters and frigates in gameplay have particularly ineffective guns compared to their Commonwealth and Xenon counterparts; in a straight capital-to-capital battle, the Terrans/[=AGI=] Task Force would win soundly except for their frigates.frigates ([[GameBreaker albeit the Skirnir takes an emphatic exception to that]]). In a space fighter dogfight, the Commonwealth and Xenon would win due to their better variety of weaponry and numerical advantage.
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** In the story, the Terrans' military technology is well in advance of the Commonwealth's, which was why the Argon deemed it necessary to develop AGI warships to fight them. This is not true in gameplay for reasons of CompetitiveBalance: the Terrans have a definite edge in [[LightningBruiser speed, maneuvering, and defenses]], but Commonwealth energy weapons are good enough to compensate.

to:

** In the story, the Terrans' military technology is well in advance of the Commonwealth's, which was why the Argon deemed it necessary to develop AGI warships to fight them. This is not true in gameplay for reasons of CompetitiveBalance: the Terrans have a definite edge in [[LightningBruiser speed, maneuvering, and defenses]], but Commonwealth energy weapons are good enough to compensate. Ironically, Terran/[=ATF=] fighters and frigates in gameplay have particularly ineffective guns compared to their Commonwealth and Xenon counterparts; in a straight capital-to-capital battle, the Terrans/[=AGI=] Task Force would win soundly except for their frigates. In a space fighter dogfight, the Commonwealth and Xenon would win due to their better variety of weaponry and numerical advantage.
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** AGI Task Force capital ships require a huge amount of effort to acquire, mostly because players cannot buy them and have to resort to "[[BoardingParty permanently borrowing]]" them. ATF capital ships are usually deep in Terran territory, and surrounded by a large flotilla of corvettes and fighters, ''plus'' the Terran navy, which is no less dangerous. A missile frigate is required (40+ million credits) for boarding an ATF capital ship, as are at least 15 highly experienced marines (which requires a large investment of time, combat, and money to train). Once the marines have taken over the ship, the player's ATF reputation (and their access to Terran space) will be permanently damaged, and the player will then need to figure out how to get a heavily damaged capital ship out of a sector full of very angry Terrans. Once the ship is safe and sound in Commonwealth space, the player will then need to equip the damned thing, which is no small effort with the Terran's infamously undependable economy, which is in a constant state of collapse - making a well-supplied weapons factory difficult to find. Each Point Singularity Projector for the ship is over a million credits. Once the ship is fully kitted out, however, it becomes one of the most powerful ships in the game (especially their missile frigate) with very few drawbacks. ''Albion Prelude'' fixed this problem by having their ships purchasable in Terran shipyards.

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** AGI Task Force capital ships require a huge amount of effort to acquire, mostly because players cannot buy them and have to resort to "[[BoardingParty permanently borrowing]]" them. ATF capital ships are usually deep in Terran territory, and surrounded by a large flotilla of corvettes and fighters, ''plus'' the Terran navy, which is no less dangerous. A missile frigate is required (40+ million credits) for boarding an ATF capital ship, as are at least 15 highly experienced marines (which requires a large investment of time, combat, and money to train). Once the marines have taken over the ship, the player's ATF reputation (and their access to Terran space) will be [[HeelFaceDoorSlam permanently damaged, damaged]], and the player will then need to figure out how to get a heavily damaged capital ship out of a sector full of very angry Terrans. Once the ship is safe and sound in Commonwealth space, the player will then need to equip the damned thing, which is no small effort with the Terran's infamously undependable economy, which is in a constant state of collapse - making a well-supplied weapons factory difficult to find. Each Point Singularity Projector for the ship is over a million credits. Once the ship is fully kitted out, however, it becomes one of the most powerful ships in the game (especially their missile frigate) with very few drawbacks. ''Albion Prelude'' fixed this problem by having their ships purchasable in Terran shipyards.
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** AGI Task Force capital ships require a huge amount of effort to acquire, mostly because players cannot buy them and have to resort to "[[BoardingParty permanently borrowing]]" them. ATF capital ships are usually deep in Terran territory, and surrounded by a large flotilla of corvettes and fighters, ''plus'' the Terran navy, which is no less dangerous. A missile frigate is required (40+ million credits) to boarding a ATF capital ship, as are at least 15 highly experienced marines (which requires a large investment of time, combat, and money to train). Once the marines have taken over the ship, the player's ATF reputation (and their access to Terran space) will be permanently damaged, and the player will then need to figure out how to get a heavily damaged capital ship out of a sector full of very angry Terrans. Once the ship is safe and sound in Commonwealth space, the player will then need to equip the damned thing, which is no small effort with the Terran's infamously undependable economy, which is in a constant state of collapse - making a well-supplied weapons factory difficult to find. Each Point Singularity Projector for the ship is over a million credits. Once the ship is fully kitted out, however, it becomes one of the most powerful ships in the game (especially their missile frigate) with very few drawbacks. ''Albion Prelude'' fixed this problem by having their ships purchasable in Terran shipyards.

to:

** AGI Task Force capital ships require a huge amount of effort to acquire, mostly because players cannot buy them and have to resort to "[[BoardingParty permanently borrowing]]" them. ATF capital ships are usually deep in Terran territory, and surrounded by a large flotilla of corvettes and fighters, ''plus'' the Terran navy, which is no less dangerous. A missile frigate is required (40+ million credits) to for boarding a an ATF capital ship, as are at least 15 highly experienced marines (which requires a large investment of time, combat, and money to train). Once the marines have taken over the ship, the player's ATF reputation (and their access to Terran space) will be permanently damaged, and the player will then need to figure out how to get a heavily damaged capital ship out of a sector full of very angry Terrans. Once the ship is safe and sound in Commonwealth space, the player will then need to equip the damned thing, which is no small effort with the Terran's infamously undependable economy, which is in a constant state of collapse - making a well-supplied weapons factory difficult to find. Each Point Singularity Projector for the ship is over a million credits. Once the ship is fully kitted out, however, it becomes one of the most powerful ships in the game (especially their missile frigate) with very few drawbacks. ''Albion Prelude'' fixed this problem by having their ships purchasable in Terran shipyards.
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** AGI Task Force capital ships require a huge amount of effort to acquire, mostly because players cannot buy them and have to resort to "[[BoardingParty permanently borrowing]]" them. ATF capital ships are usually deep in Terran territory, and surrounded by a large flotilla of corvettes and fighters, ''plus'' the Terran navy, which is no less dangerous. A missile frigate is required (40+ million credits) to boarding a ATF capital ship, as are at least 15 highly experienced marines (which requires a large investment of time, combat, and money to train). Once the marines have taken over the ship, the player's ATF reputation (and their access to Terran space) will be permanently damaged, and the player will then need to figure out how to get a heavily damaged capital ship out of a sector full of very angry Terrans. Once the ship is safe and sound in Commonwealth space, the player will then need to equip the damned thing, which is no small effort with the Terran's infamously undependable economy, which is an a constant state of collapse - making a well-supplied weapons factory difficult to find. Each Point Singularity Projector for the ship is over a million credits. Once the ship is fully kitted out, however, it becomes one of the most powerful ships in the game (especially their missile frigate) with very few drawbacks. ''Albion Prelude'' fixed this problem by having their ships purchasable in Terran shipyards.

to:

** AGI Task Force capital ships require a huge amount of effort to acquire, mostly because players cannot buy them and have to resort to "[[BoardingParty permanently borrowing]]" them. ATF capital ships are usually deep in Terran territory, and surrounded by a large flotilla of corvettes and fighters, ''plus'' the Terran navy, which is no less dangerous. A missile frigate is required (40+ million credits) to boarding a ATF capital ship, as are at least 15 highly experienced marines (which requires a large investment of time, combat, and money to train). Once the marines have taken over the ship, the player's ATF reputation (and their access to Terran space) will be permanently damaged, and the player will then need to figure out how to get a heavily damaged capital ship out of a sector full of very angry Terrans. Once the ship is safe and sound in Commonwealth space, the player will then need to equip the damned thing, which is no small effort with the Terran's infamously undependable economy, which is an in a constant state of collapse - making a well-supplied weapons factory difficult to find. Each Point Singularity Projector for the ship is over a million credits. Once the ship is fully kitted out, however, it becomes one of the most powerful ships in the game (especially their missile frigate) with very few drawbacks. ''Albion Prelude'' fixed this problem by having their ships purchasable in Terran shipyards.
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** AGI Task Force capital ships require a huge amount of effort to acquire, mostly because players cannot buy them and have to resort to "[[BoardingParty permanently borrowing]]" them. ATF capital ships are usually deep in Terran territory, and surrounded by a large flotilla of corvettes and fighters, ''plus'' the Terran navy, which is no less dangerous. A missile frigate is required (40+ million credits) to boarding a ATF capital ship, as are at least 15 highly experienced marines (which requires a large investment of time, combat, and money to train). Once the marines have taken over the ship, the player's ATF reputation (and their access to Terran space) will be permanently damaged, and the player will then need to figure out how to get a heavily damaged capital ship out of a sector full of very angry Terrans. Once the ship is safe and sound in Commonwealth space, the player will then need to equip the damned thing, which is no small effort with the Terran's infamously undependable economy, which is an a constant state of collapse - making a well-supplied weapons factory difficult to find. Each Point Singularity Projector for the ship is over a million credits. Once the ship is fully kitted out, however, it becomes one of the most powerful ships in the game (especially their missile frigate) with very few drawbacks.

to:

** AGI Task Force capital ships require a huge amount of effort to acquire, mostly because players cannot buy them and have to resort to "[[BoardingParty permanently borrowing]]" them. ATF capital ships are usually deep in Terran territory, and surrounded by a large flotilla of corvettes and fighters, ''plus'' the Terran navy, which is no less dangerous. A missile frigate is required (40+ million credits) to boarding a ATF capital ship, as are at least 15 highly experienced marines (which requires a large investment of time, combat, and money to train). Once the marines have taken over the ship, the player's ATF reputation (and their access to Terran space) will be permanently damaged, and the player will then need to figure out how to get a heavily damaged capital ship out of a sector full of very angry Terrans. Once the ship is safe and sound in Commonwealth space, the player will then need to equip the damned thing, which is no small effort with the Terran's infamously undependable economy, which is an a constant state of collapse - making a well-supplied weapons factory difficult to find. Each Point Singularity Projector for the ship is over a million credits. Once the ship is fully kitted out, however, it becomes one of the most powerful ships in the game (especially their missile frigate) with very few drawbacks. ''Albion Prelude'' fixed this problem by having their ships purchasable in Terran shipyards.
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* IFoughtTheLawAndTheLawWon: Fighting the [[CityGuards Police and Border Patrol]] is [[PoliceAreUseless generally not difficult because they mount terrible weapon]]s, but god help you if you piss off the racial naval fleets enough that they start chasing you down, especially in ''Albion Prelude'' or with the [[GameMod Rapid Response Fleet mod]], where they will react much more aggressively to player hostility - typically by siccing a couple corvettes on the player. Blow those up, and they'll start throwing [[MileLongShip frigates and destroyers at you]]. The one law enforcement/navy faction you ''do not'' want to piss off is the [[EliteArmy AGI Task Force]] - partly because if you make them angry, [[HeelFaceDoorSlam you cannot get back on good terms]], and partly because their ships are [[PurposelyOverpowered apocalyptically powerful]], especially their [[MacrossMissileMassacre Skirnir missile frigate]] which can destroy an entire fleet from 60 kilometers away.

to:

* IFoughtTheLawAndTheLawWon: Fighting the [[CityGuards Police and Border Patrol]] is [[PoliceAreUseless generally not difficult because they mount terrible weapon]]s, but god help you if you piss off the racial naval fleets enough that they start chasing you down, especially in ''Albion Prelude'' or with the [[GameMod Rapid Response Fleet mod]], where they will react much more aggressively to player hostility - typically by siccing a couple corvettes on the player. Blow those up, and they'll start throwing [[MileLongShip frigates and destroyers at you]]. The one law enforcement/navy faction you ''do not'' want to piss off is the [[EliteArmy AGI Task Force]] - partly because if you make them angry, [[HeelFaceDoorSlam you cannot get back on good terms]], and partly because their ships are [[PurposelyOverpowered apocalyptically powerful]], especially their [[MacrossMissileMassacre Skirnir missile frigate]] which can destroy an entire fleet from 60 kilometers away. While you can buy [=ATF=] ships in ''Albion Prelude'', you won't have any such luck in ''Terran Conflict''; unless you have game mods, you'll have to resort to [[BoardingParty boarding their ships]] if you want to truly make them yours, especially if you want their missile frigate. And this is an infernally difficult task since 1) they're found deep in Terran territory and are not without escorts, which makes getting either one of their ships back into non-Terran space a nightmare to get through and 2) you must have already constructed Terran factories for their particular equipment and also should have stayed on very good terms with the infamously paranoid Terrans since their economy is downright dilapidated.
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** Frigates (discounting the [[MacrossMissileMassacre missile spamming versions]]) amongst capital ships; they combine fairly good speed with above average shielding, cargo capacity, and firepower. The Split frigates tend to be some of the best ships of their class, as they're quite fast and, in an unusual contrast from their [[FragileSpeedster design philosophy]], well-shielded. Particularly with the Panther; [[TheBattlestar this ship is essentially a pocket carrier by holding an unusually large amount of fighter craft (32 max) for its class while remaining fast and heavily armed]].

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** Frigates (discounting the [[MacrossMissileMassacre missile spamming versions]]) amongst capital ships; they combine fairly good speed with above average shielding, cargo capacity, and firepower. The Split frigates tend to be some of the best ships of their class, as they're quite fast and, in an unusual contrast from their [[FragileSpeedster design philosophy]], well-shielded. Particularly with the Panther; [[TheBattlestar this ship is essentially a pocket carrier by holding being able to hold an unusually large amount of fighter craft (32 max) for its class while remaining fast and heavily armed]].
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** Frigates (discounting the [[MacrossMissileMassacre missile spamming versions]]) among capital ships; they combine fairly good speed with above average shielding, cargo capacity, and firepower. The Split frigates tend to be some of the best ships of their class, as they're quite fast and, in an unusual contrast from their [[FragileSpeedster design philosophy]], well-shielded. Particularly with the Panther; [[TheBattlestar this ship is essentially a pocket carrier by holding an unusually large amount of fighter craft (32 max) for its class while remaining fast and heavily armed]].

to:

** Frigates (discounting the [[MacrossMissileMassacre missile spamming versions]]) among amongst capital ships; they combine fairly good speed with above average shielding, cargo capacity, and firepower. The Split frigates tend to be some of the best ships of their class, as they're quite fast and, in an unusual contrast from their [[FragileSpeedster design philosophy]], well-shielded. Particularly with the Panther; [[TheBattlestar this ship is essentially a pocket carrier by holding an unusually large amount of fighter craft (32 max) for its class while remaining fast and heavily armed]].
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** Frigates (discounting the [[MacrossMissileMassacre missile spamming versions]]) among capital ships; they combine fairly good speed with above average shielding, cargo capacity, and firepower. The Split frigates tend to be some of the best ships of their class, as they're quite fast and, unusually for their design philosophy, well-shielded. Particularly with the Panther; [[TheBattlestar this ship is essentially a pocket carrier by holding an unusually large amount of fighter craft (32 max) for its class while remaining fast and heavily armed]].

to:

** Frigates (discounting the [[MacrossMissileMassacre missile spamming versions]]) among capital ships; they combine fairly good speed with above average shielding, cargo capacity, and firepower. The Split frigates tend to be some of the best ships of their class, as they're quite fast and, unusually for in an unusual contrast from their [[FragileSpeedster design philosophy, philosophy]], well-shielded. Particularly with the Panther; [[TheBattlestar this ship is essentially a pocket carrier by holding an unusually large amount of fighter craft (32 max) for its class while remaining fast and heavily armed]].
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None


** Frigates (discounting the [[MacrossMissileMassacre missile spamming versions]]) among capital ships; they combine fairly good speed with above average shielding, cargo capacity, and firepower. The Split frigates tend to be some of the best ships of their class, as they're quite fast and, unusually for their design philosophy, well-shielded. Particularly with the Panther; [[TheBattlestar this ship is essentially a pocket carrier by holding an unusually large amount of fighter craft for its class while remaining fast and heavily defended]].

to:

** Frigates (discounting the [[MacrossMissileMassacre missile spamming versions]]) among capital ships; they combine fairly good speed with above average shielding, cargo capacity, and firepower. The Split frigates tend to be some of the best ships of their class, as they're quite fast and, unusually for their design philosophy, well-shielded. Particularly with the Panther; [[TheBattlestar this ship is essentially a pocket carrier by holding an unusually large amount of fighter craft (32 max) for its class while remaining fast and heavily defended]].armed]].

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** Interceptors amongst strike craft, as well as Argon ship designs as a whole. The Terran ships are the upscale version of the JackOfAllStats; they're very fast, very well shielded, have high cargo capacity, and very powerful. The only downside to Terran ships are their limited weapon selection, especially frustrating on fighters and frigates, and the scarcity of their weapons.

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** Interceptors amongst strike craft, as well as Argon ship designs as a whole. The [=OTAS=] and Terran ships are the upscale version versions of the JackOfAllStats; they're very fast, very well shielded, have high cargo capacity, and very powerful. The only downside to Terran ships are their limited weapon selection, especially frustrating on fighters and frigates, and the scarcity of their weapons.weapons.
** Frigates (discounting the [[MacrossMissileMassacre missile spamming versions]]) among capital ships; they combine fairly good speed with above average shielding, cargo capacity, and firepower. The Split frigates tend to be some of the best ships of their class, as they're quite fast and, unusually for their design philosophy, well-shielded. Particularly with the Panther; [[TheBattlestar this ship is essentially a pocket carrier by holding an unusually large amount of fighter craft for its class while remaining fast and heavily defended]].

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* IFoughtTheLawAndTheLawWon: Fighting the [[CityGuards Police and Border Patrol]] is [[PoliceAreUseless generally not difficult because they mount terrible weapon]]s, but god help you if you piss off the racial naval fleets enough that they start chasing you down, especially in ''Albion Prelude'' or with the [[GameMod Rapid Response Fleet mod]], where they will react much more aggressively to player hostility - typically by siccing a couple corvettes on the player. Blow those up, and they'll start throwing [[MileLongShip frigates and destroyers at you]]. The one law enforcement/navy faction you ''do not'' want to piss off is the [[EliteArmy AGI Task Force]] - partly because if you make them angry, [[HeelFaceDoorSlam you cannot get back on good terms]], and partly because their ships are [[PurposelyOverpowered apocalyptically powerful]], especially their [[MacrossMissileMassacre Skirnir missile frigate]] which can destroy an entire fleet from 60 kilometers away.



** Played straight with Equipment Docks in ''Xtended Terran Conflict'' (with an AL settings enabled); equipment docks (and Pirate Bases) will stock an infinite amount of that race's weapons (plus common pool weapons, for the Commonwealth races), to make it less of a nightmare when mass-equipping ships.

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** Played straight with Equipment Docks in ''Xtended Terran Conflict'' (with an AL settings enabled); equipment docks (and Pirate Bases) will stock an infinite amount of that race's weapons (plus common pool weapons, for the Commonwealth races), to make it [[EasyLogistics less of a nightmare when mass-equipping ships.ships]].
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** The Typhoon Missile. It is an [[RecursiveAmmo eight-warhead missile]] with [[JackOfAllStats very well balanced stats]] and a damage output that [[ThereIsNoKillLikeOverkill practically spells overkill towards fighters]] (each warhead does 30 megajoules of damage; multiply that and it does 240 megajoules of damage. Most craft that are below corvette-class don't have 200 megajoules of shielding; the exceptions being the Argon Eclipse and a few variants of the Teladi Falcon, [[MightyGlacier especially its Sentinel version, which can actually mount 400 megajoules of total shielding.]]). The missile isn't just effective in destroying fighters; when launched in huge salvos, even destroyer-class ships won't stand a chance against this swarm missile. Despite it being a corvette-grade weapon, frigates, carriers, and destroyers that aren't of Terran and Kha'ak design can carry it in bulk and can pose major threats to capital ship and fighter alike with the missile via [[MacrossMissileMassacre triple-M]]. Add to the fact that the Typhoon has purchasable factories which can be found at almost any Commonwealth shipyard [[AwesomeYetPractical and you basically got yourself an effective all-purpose weapon that can take you far in the game]]. The only drawbacks of the Typhoon are 1) the below average speed of 195m/s, which renders it annoyingly useless against the even more vexatious [[FragileSpeedster scout craft]] and 2) the lack of an ability to re-acquire new enemy targets if its original one was destroyed.

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** The Typhoon Missile. It is an [[RecursiveAmmo eight-warhead missile]] with [[JackOfAllStats very well balanced stats]] and a damage output that [[ThereIsNoKillLikeOverkill practically spells overkill towards fighters]] (each warhead does 30 megajoules of damage; multiply that and it does 240 megajoules of damage. Most craft that are below corvette-class don't have 200 megajoules of shielding; the exceptions being the Argon Eclipse and a few variants of the Teladi Falcon, [[MightyGlacier especially its Sentinel version, which can actually mount 400 megajoules of total shielding.]]).shielding]]). The missile isn't just effective in destroying fighters; when launched in huge salvos, even destroyer-class ships won't stand a chance against this swarm missile. Despite it being a corvette-grade weapon, frigates, carriers, and destroyers that aren't of Terran and Kha'ak design can carry it in bulk and can pose major threats to capital ship and fighter alike with the missile via [[MacrossMissileMassacre triple-M]]. Add to the fact that the Typhoon has purchasable factories which can be found at almost any Commonwealth shipyard [[AwesomeYetPractical and you basically got yourself an effective all-purpose weapon that can take you far in the game]]. The only drawbacks of the Typhoon are 1) the below average speed of 195m/s, which renders it annoyingly useless against the even more vexatious [[FragileSpeedster scout craft]] and 2) the lack of an ability to re-acquire new enemy targets if its original one was destroyed.
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** The Typhoon Missile. It is an [[RecursiveAmmo eight-warhead missile]] with [[JackOfAllStats very well balanced stats]] and a damage output that [[ThereIsNoKillLikeOverkill practically spells overkill towards fighters]] (each warhead does 30 megajoules of damage; multiply that and it does 240 megajoules of damage. Most craft that are below corvette-class don't have 200 megajoules of shielding; the exceptions being the Argon Eclipse and a few variants of the Teladi Falcon, [[MightyGlacier especially its Sentinel version, which can actually mount 400 megajoules of total shielding.]]). The missile isn't just effective in destroying fighters; when launched in huge salvos, even destroyer-class ships won't stand a chance against this swarm missile. Despite it being a corvette-grade weapon, frigates, carriers, and destroyers that aren't of Terran and Kha'ak design can carry it in bulk and can pose major threats to capital ship and fighter alike with the missile via [[MacrossMissileMassacre triple-M]]. Add to the fact that the Typhoon has purchasable factories which can be found at almost any Commonwealth shipyard and you basically got yourself an effective all-purpose weapon that can take you far in the game. The only drawbacks of the Typhoon are 1) the below average speed of 195m/s, which renders it annoyingly useless against the even more vexatious [[FragileSpeedster scout craft]] and 2) the lack of an ability to re-acquire new enemy targets if its original one was destroyed.

to:

** The Typhoon Missile. It is an [[RecursiveAmmo eight-warhead missile]] with [[JackOfAllStats very well balanced stats]] and a damage output that [[ThereIsNoKillLikeOverkill practically spells overkill towards fighters]] (each warhead does 30 megajoules of damage; multiply that and it does 240 megajoules of damage. Most craft that are below corvette-class don't have 200 megajoules of shielding; the exceptions being the Argon Eclipse and a few variants of the Teladi Falcon, [[MightyGlacier especially its Sentinel version, which can actually mount 400 megajoules of total shielding.]]). The missile isn't just effective in destroying fighters; when launched in huge salvos, even destroyer-class ships won't stand a chance against this swarm missile. Despite it being a corvette-grade weapon, frigates, carriers, and destroyers that aren't of Terran and Kha'ak design can carry it in bulk and can pose major threats to capital ship and fighter alike with the missile via [[MacrossMissileMassacre triple-M]]. Add to the fact that the Typhoon has purchasable factories which can be found at almost any Commonwealth shipyard [[AwesomeYetPractical and you basically got yourself an effective all-purpose weapon that can take you far in the game.game]]. The only drawbacks of the Typhoon are 1) the below average speed of 195m/s, which renders it annoyingly useless against the even more vexatious [[FragileSpeedster scout craft]] and 2) the lack of an ability to re-acquire new enemy targets if its original one was destroyed.
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** "Hauler" ship variants straddle the line between this and MightyGlacier. They trade off some gun power for a larger cargo bay and sometimes tougher shields. Particularly with the Falcon Hauler, said larger cargo bay often allows players to rig them as missile boats.

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** "Hauler" ship variants straddle the line between this and MightyGlacier. They trade off some gun power for a larger cargo bay and sometimes tougher shields. Particularly with the Falcon Hauler, Hauler: said larger cargo bay often allows players to rig them as missile boats.boats, [[MundaneUtility in addition to making good impromptu trading vessels]].
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** The Typhoon Missile. It is an [[RecursiveAmmo eight-warhead missile]] with [[JackOfAllStats very well balanced stats]] and a damage output that [[ThereIsNoKillLikeOverkill practically spells overkill towards fighters]] (each warhead does 30 megajoules of damage; multiply that and it does 240 megajoules of damage. Most craft that are below corvette-class don't have 200 megajoules of shielding; the exceptions being the Argon Eclipse and a few variants of the Teladi Falcon, [[MightyGlacier especially its Sentinel version, which can actually mount 400 megajoules of total shielding.]]). The missile isn't just effective in destroying fighters; when launched in huge salvos, even destroyer-class ships won't stand a chance against this swarm missile. Despite it being a corvette-grade weapon, frigates, carriers, and destroyers that aren't of Terran and Kha'ak design can carry it in bulk and can pose major threats to capital ship and fighter alike with the missile via [[MacrossMissileMassacre triple-M]]. Add to the fact that the Typhoon has purchasable factories which can be found at almost any Commonwealth shipyard and you basically got yourself an effective all-purpose weapon that can take you far in the game. The only drawbacks of the Typhoon are 1) the below average speed of 195 m/s, which renders it annoyingly useless against the even more vexatious [[FragileSpeedster scout craft]] and 2) the lack of an ability to re-acquire new enemy targets if its original one was destroyed.

to:

** The Typhoon Missile. It is an [[RecursiveAmmo eight-warhead missile]] with [[JackOfAllStats very well balanced stats]] and a damage output that [[ThereIsNoKillLikeOverkill practically spells overkill towards fighters]] (each warhead does 30 megajoules of damage; multiply that and it does 240 megajoules of damage. Most craft that are below corvette-class don't have 200 megajoules of shielding; the exceptions being the Argon Eclipse and a few variants of the Teladi Falcon, [[MightyGlacier especially its Sentinel version, which can actually mount 400 megajoules of total shielding.]]). The missile isn't just effective in destroying fighters; when launched in huge salvos, even destroyer-class ships won't stand a chance against this swarm missile. Despite it being a corvette-grade weapon, frigates, carriers, and destroyers that aren't of Terran and Kha'ak design can carry it in bulk and can pose major threats to capital ship and fighter alike with the missile via [[MacrossMissileMassacre triple-M]]. Add to the fact that the Typhoon has purchasable factories which can be found at almost any Commonwealth shipyard and you basically got yourself an effective all-purpose weapon that can take you far in the game. The only drawbacks of the Typhoon are 1) the below average speed of 195 m/s, 195m/s, which renders it annoyingly useless against the even more vexatious [[FragileSpeedster scout craft]] and 2) the lack of an ability to re-acquire new enemy targets if its original one was destroyed.
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** The Mosquito Missile does the worst damage out of any weapon: 200KJ worth of damage, meaning that unless you got [[AttackDrone Fighter Drones]] swarming all over your butt, even the weakest of Scout craft can survive multiple volleys of Mosquito missiles (1MJ = 1000KJ or 5 Mosquito missiles). However, it has now been given a mildly useful property since the release of the Bonus Pack in ''Terran Conflict''; it can now be used to intercept enemy missiles provided you have any Mosquitoes in your cargo hold.

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** The Mosquito Missile does the worst damage out of any weapon: 200KJ worth of damage, meaning that that, unless you got [[AttackDrone Fighter Drones]] swarming all over your butt, even the weakest of Scout craft can survive multiple volleys of Mosquito missiles (1MJ = 1000KJ or 5 Mosquito missiles). However, it has now been given a mildly useful property since the release of the Bonus Pack in ''Terran Conflict''; it can now be used to intercept enemy missiles provided you have any Mosquitoes in your cargo hold.
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** The Typhoon Missile. It is an [[RecursiveAmmo eight-warhead missile]] with [[JackOfAllStats very well balanced stats]] and a damage output that [[ThereIsNoKillLikeOverkill practically spells overkill towards fighters]] (each warhead does 30 megajoules of damage; multiply that and it does 240 megajoules of damage. Most craft that are below corvette-class don't have 200 megajoules of shielding; the exceptions being the Argon Eclipse and a few variants of the Teladi Falcon, [[MightyGlacier especially its Sentinel version, which can actually mount 400 megajoules of total shielding.]]). The missile isn't just effective in destroying fighters; when launched in huge salvos, even destroyer-class ships won't stand a chance against this swarm missile. Despite it being a corvette-grade weapon, frigates, carriers, and destroyers that aren't of Terran and Kha'ak design can carry it in bulk and can pose major threats to capital ship and fighter alike with the missile. Add to the fact that the Typhoon has purchasable factories which can be found at almost any Commonwealth shipyard and you basically got yourself an effective all-purpose weapon that can take you far in the game. The only drawbacks of the Typhoon are 1) the below average speed of 195 m/s, which renders it annoyingly useless against the even more vexatious [[FragileSpeedster scout craft]] and 2) the lack of an ability to re-acquire new enemy targets if its original one was destroyed.

to:

** The Typhoon Missile. It is an [[RecursiveAmmo eight-warhead missile]] with [[JackOfAllStats very well balanced stats]] and a damage output that [[ThereIsNoKillLikeOverkill practically spells overkill towards fighters]] (each warhead does 30 megajoules of damage; multiply that and it does 240 megajoules of damage. Most craft that are below corvette-class don't have 200 megajoules of shielding; the exceptions being the Argon Eclipse and a few variants of the Teladi Falcon, [[MightyGlacier especially its Sentinel version, which can actually mount 400 megajoules of total shielding.]]). The missile isn't just effective in destroying fighters; when launched in huge salvos, even destroyer-class ships won't stand a chance against this swarm missile. Despite it being a corvette-grade weapon, frigates, carriers, and destroyers that aren't of Terran and Kha'ak design can carry it in bulk and can pose major threats to capital ship and fighter alike with the missile.missile via [[MacrossMissileMassacre triple-M]]. Add to the fact that the Typhoon has purchasable factories which can be found at almost any Commonwealth shipyard and you basically got yourself an effective all-purpose weapon that can take you far in the game. The only drawbacks of the Typhoon are 1) the below average speed of 195 m/s, which renders it annoyingly useless against the even more vexatious [[FragileSpeedster scout craft]] and 2) the lack of an ability to re-acquire new enemy targets if its original one was destroyed.
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** The Typhoon Missile. It is an eight-warhead missile with very well balanced stats and a damage output that [[ThereIsNoKillLikeOverkill practically spells overkill towards fighters]] (each warhead does 30 megajoules of damage; multiply that and it does 240 megajoules of damage. Most craft that are below corvette-class don't have 200 megajoules of shielding; the exceptions being the Argon Eclipse and a few variants of the Teladi Falcon, [[MightyGlacier especially its Sentinel version, which can actually mount 400 megajoules of total shielding.]]). The missile isn't just effective in destroying fighters; when launched in huge salvos, even destroyer-class ships won't stand a chance against this swarm missile. Despite it being a corvette-grade weapon, frigates, carriers, and destroyers that aren't of Terran and Kha'ak design can carry it in bulk and can pose major threats to capital ship and fighter alike with the missile. Add to the fact that the Typhoon has purchasable factories which can be found at almost any Commonwealth shipyard and you basically got yourself an effective all-purpose weapon that can take you far in the game. The only drawbacks of the Typhoon are 1) the below average speed of 195 m/s, which renders it annoyingly useless against the even more vexatious [[FragileSpeedster scout craft]] and 2) the lack of an ability to re-acquire new enemy targets if its original one was destroyed.

to:

** The Typhoon Missile. It is an [[RecursiveAmmo eight-warhead missile missile]] with [[JackOfAllStats very well balanced stats stats]] and a damage output that [[ThereIsNoKillLikeOverkill practically spells overkill towards fighters]] (each warhead does 30 megajoules of damage; multiply that and it does 240 megajoules of damage. Most craft that are below corvette-class don't have 200 megajoules of shielding; the exceptions being the Argon Eclipse and a few variants of the Teladi Falcon, [[MightyGlacier especially its Sentinel version, which can actually mount 400 megajoules of total shielding.]]). The missile isn't just effective in destroying fighters; when launched in huge salvos, even destroyer-class ships won't stand a chance against this swarm missile. Despite it being a corvette-grade weapon, frigates, carriers, and destroyers that aren't of Terran and Kha'ak design can carry it in bulk and can pose major threats to capital ship and fighter alike with the missile. Add to the fact that the Typhoon has purchasable factories which can be found at almost any Commonwealth shipyard and you basically got yourself an effective all-purpose weapon that can take you far in the game. The only drawbacks of the Typhoon are 1) the below average speed of 195 m/s, which renders it annoyingly useless against the even more vexatious [[FragileSpeedster scout craft]] and 2) the lack of an ability to re-acquire new enemy targets if its original one was destroyed.
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** The Typhoon Missile. It is an eight-warhead missile with very well balanced stats and a damage output that [[ThereIsNoKillLikeOverkill practically spells overkill towards fighters]] (each warhead does 30 megajoules of damage; multiply that and it does 240 megajoules of damage. Most craft that are below corvette-class don't have 200 megajoules of shielding; the exceptions being the Argon Eclipse and the Teladi Falcon, [[MightyGlacier especially its Sentinel variant, which can actually mount 400 megajoules of total shielding.]]). The missile isn't just effective in destroying fighters; when launched in huge salvos, even destroyer-class ships won't stand a chance against this swarm missile. Despite it being a corvette-grade weapon, frigates, carriers, and destroyers that aren't of Terran and Kha'ak design can carry it in bulk and can pose major threats to capital ship and fighter alike with the missile. Add to the fact that the Typhoon has purchasable factories which can be found at almost any Commonwealth shipyard and you basically got yourself an effective all-purpose weapon that can take you far in the game. The only drawbacks of the Typhoon are 1) the below average speed of 195 m/s, which renders it annoyingly useless against the even more vexatious [[FragileSpeedster scout craft]] and 2) the lack of an ability to re-acquire new enemy targets if its original one was destroyed.

to:

** The Typhoon Missile. It is an eight-warhead missile with very well balanced stats and a damage output that [[ThereIsNoKillLikeOverkill practically spells overkill towards fighters]] (each warhead does 30 megajoules of damage; multiply that and it does 240 megajoules of damage. Most craft that are below corvette-class don't have 200 megajoules of shielding; the exceptions being the Argon Eclipse and a few variants of the Teladi Falcon, [[MightyGlacier especially its Sentinel variant, version, which can actually mount 400 megajoules of total shielding.]]). The missile isn't just effective in destroying fighters; when launched in huge salvos, even destroyer-class ships won't stand a chance against this swarm missile. Despite it being a corvette-grade weapon, frigates, carriers, and destroyers that aren't of Terran and Kha'ak design can carry it in bulk and can pose major threats to capital ship and fighter alike with the missile. Add to the fact that the Typhoon has purchasable factories which can be found at almost any Commonwealth shipyard and you basically got yourself an effective all-purpose weapon that can take you far in the game. The only drawbacks of the Typhoon are 1) the below average speed of 195 m/s, which renders it annoyingly useless against the even more vexatious [[FragileSpeedster scout craft]] and 2) the lack of an ability to re-acquire new enemy targets if its original one was destroyed.
Is there an issue? Send a MessageReason:
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** The Typhoon Missile. It is an eight-warhead missile with very well balanced stats and a damage output that [[ThereIsNoKillLikeOverkill practically spells overkill towards fighters]] (each warhead does 30 megajoules of damage; multiply that and it does 240 megajoules of damage. Most craft that are below corvette-class don't have 200 megajoules of shielding; the exception being the Teladi Falcon, [[MightyGlacier especially its Sentinel variant, which can actually mount 400 megajoules of total shielding.]]). The missile isn't just effective in destroying fighters; when launched in huge salvos, even destroyer-class ships won't stand a chance against this swarm missile. Despite it being a corvette-grade weapon, frigates, carriers, and destroyers that aren't of Terran and Kha'ak design can carry it in bulk and can pose major threats to capital ship and fighter alike with the missile. Add to the fact that the Typhoon has purchasable factories which can be found at almost any Commonwealth shipyard and you basically got yourself an effective all-purpose weapon that can take you far in the game. The only drawbacks of the Typhoon are 1) the below average speed of 195 m/s, which renders it annoyingly useless against the even more vexatious [[FragileSpeedster scout craft]] and 2) the lack of an ability to re-acquire new enemy targets if its original one was destroyed.

to:

** The Typhoon Missile. It is an eight-warhead missile with very well balanced stats and a damage output that [[ThereIsNoKillLikeOverkill practically spells overkill towards fighters]] (each warhead does 30 megajoules of damage; multiply that and it does 240 megajoules of damage. Most craft that are below corvette-class don't have 200 megajoules of shielding; the exception exceptions being the Argon Eclipse and the Teladi Falcon, [[MightyGlacier especially its Sentinel variant, which can actually mount 400 megajoules of total shielding.]]). The missile isn't just effective in destroying fighters; when launched in huge salvos, even destroyer-class ships won't stand a chance against this swarm missile. Despite it being a corvette-grade weapon, frigates, carriers, and destroyers that aren't of Terran and Kha'ak design can carry it in bulk and can pose major threats to capital ship and fighter alike with the missile. Add to the fact that the Typhoon has purchasable factories which can be found at almost any Commonwealth shipyard and you basically got yourself an effective all-purpose weapon that can take you far in the game. The only drawbacks of the Typhoon are 1) the below average speed of 195 m/s, which renders it annoyingly useless against the even more vexatious [[FragileSpeedster scout craft]] and 2) the lack of an ability to re-acquire new enemy targets if its original one was destroyed.
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* InfinityMinusOneSword:
** The Typhoon Missile. It is an eight-warhead missile with very well balanced stats and a damage output that [[ThereIsNoKillLikeOverkill practically spells overkill towards fighters]] (each warhead does 30 megajoules of damage; multiply that and it does 240 megajoules of damage. Most craft that are below corvette-class don't have 200 megajoules of shielding; the exception being the Teladi Falcon, [[MightyGlacier especially its Sentinel variant, which can actually mount 400 megajoules of total shielding.]]). The missile isn't just effective in destroying fighters; when launched in huge salvos, even destroyer-class ships won't stand a chance against this swarm missile. Despite it being a corvette-grade weapon, frigates, carriers, and destroyers that aren't of Terran and Kha'ak design can carry it in bulk and can pose major threats to capital ship and fighter alike with the missile. Add to the fact that the Typhoon has purchasable factories which can be found at almost any Commonwealth shipyard and you basically got yourself an effective all-purpose weapon that can take you far in the game. The only drawbacks of the Typhoon are 1) the below average speed of 195 m/s, which renders it annoyingly useless against the even more vexatious [[FragileSpeedster scout craft]] and 2) the lack of an ability to re-acquire new enemy targets if its original one was destroyed.
*** The Paranid [[SuperPrototype Medusa Prototype]] is the only craft that is not a capital ship (it is an M3+ class fighter) to actually carry the Typhoon alongside the Firestorm and Hornet, making it a versatile craft with the only drawback being its limited cargo capacity.
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** Advanced Complex Hub swaps out the default docking hub for factory complexes with one that has two capital ship berths and [[ClownCarBase internal docking]] for fighters.

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** Advanced Complex Hub swaps out the default docking hub for factory complexes with one that has two capital ship berths and [[ClownCarBase internal docking]] docking for fighters.
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* HufflepuffHouse: There are close to a dozen [[NGOSuperPower massive corporations]], each with their own ranks and missions, but in actuality only Jonferco, Plutarch, and [=TerraCorp=] have any impact on the story. OTAS has no role in the story but are important due to their impressive ship.

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* HufflepuffHouse: There are close to a dozen [[NGOSuperPower massive corporations]], each with their own ranks and missions, but in actuality only Jonferco, Plutarch, and [=TerraCorp=] have any impact on the story. OTAS has no role in the story but are important due to their impressive ship.ships.

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Changed: 273

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* HumanoidAliens: The Teladi and Paranids.

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* HufflepuffHouse: There are close to a dozen [[NGOSuperPower massive corporations]], each with their own ranks and missions, but in actuality only Jonferco, Plutarch, and [=TerraCorp=] have any impact on the story. OTAS has no role in the story but are important due to their impressive ship.
* HumanoidAliens: The Teladi and Paranids.Paranid.

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