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* MightyGlacier:
** C-class starships who have a lot of equipment and modules installed sacrifice their mobility and make maneuvering in combat more difficult as their turning rate gets wider and move like a brick.
** Generally, the more equipment and modules you install in your ship, the worse your ship's mobility becomes even if you have the best quality engines installed onto your ship; made more apparent if you install high-capacity cargo containers onto your ship as they really squeeze out your ship's ability to turn in outer space.



* NeverBringAKnifeToAGunfight: Melee combat in ''Starfield'' is practically suicide. 90+% of humanoid enemies wield firearms, and the various alien critters that attack in melee are ''much'' better at it than you can ever hope to be. To make matters worse, melee weapons can't be upgraded at all and only have a single basic tier, giving them pathetic damage output compared to anything but the most basic starter guns. And to put icing on the cake, the Spacefarer's very slow, non-improvable movement speed while sneaking (slower than [=NPCs=]' walking speed) makes sneak melee attacks highly impractical despite the potentially massive damage multiplier granted by the associated perk.



* NeverBringAKnifeToAGunfight: Melee combat in ''Starfield'' is practically suicide. 90+% of humanoid enemies wield firearms, and the various alien critters that attack in melee are ''much'' better at it than you can ever hope to be. To make matters worse, melee weapons can't be upgraded at all and only have a single basic tier, giving them pathetic damage output compared to anything but the most basic starter guns. And to put icing on the cake, the Spacefarer's very slow, non-improvable movement speed while sneaking (slower than [=NPCs=]' walking speed) makes sneak melee attacks highly impractical despite the potentially massive damage multiplier granted by the associated perk.



* NominalImportance: The vast majority of [=NPCs=] in the game are reffered to generically, like "Citizen", "Miner", "Colonist", etc. The odds are good that if an NPC has a name, they will be involved with a mission somewhere at some point.

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* NominalImportance: The vast majority of [=NPCs=] in the game are reffered referred to generically, like "Citizen", "Miner", "Colonist", etc. The odds are good that if an NPC has a name, they will be involved with a mission somewhere at some point.



* {{Planetville}}:
** No planet has more than one major settlement. While you can explore outside of that settlement, it's all wilderness and things like outposts, mines, labs, etc.
** Lopez in the "Failure to Communicate" quest is a farmer who's unhappy with getting some new neighbors. The neighbors in question: other farms on ''other moons in the solar system''. Lopez has only occupied a tiny part of his own moon, and he still complains that "this was my system first!"



* OldSchoolDogfight: The vast majority of space combat consists of a handful of small to medium-sized, individually piloted spaceships duking it out with [[FixedForwardFacingWeapon Fixed Forward-Facing Weapons]] at close range like old-school combat aircraft. Auto-targeting gun turrets exist, but the fact that they can only shoot at random targets in range without any prioritization or other tactical settings means most ship designers prefer to focus their firepower forwards regardless.

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* OldSchoolDogfight: The vast majority of space combat consists of a handful of small to medium-sized, individually piloted spaceships duking it out with [[FixedForwardFacingWeapon Fixed Forward-Facing Weapons]] at close range like old-school combat aircraft. Auto-targeting gun turrets exist, but the fact that they can only shoot at random targets in range without any prioritization or other tactical settings means most ship designers prefer to focus their firepower forwards regardless. A-class spaceships in particular lack the ability to mount turrets and must be utilized in space combat the traditional way as it is in regular dogfighting.



* {{Planetville}}:
** No planet has more than one major settlement. While you can explore outside of that settlement, it's all wilderness and things like outposts, mines, labs, etc.
** Lopez in the "Failure to Communicate" quest is a farmer who's unhappy with getting some new neighbors. The neighbors in question: other farms on ''other moons in the solar system''. Lopez has only occupied a tiny part of his own moon, and he still complains that "this was my system first!"



** Enemies will always attack your character [[TheComputerShallTauntYou and, among non-alien humans, will keep taunting you in almost endlessly annoying fashion]] regardless of level and equipment quality and never seem to retreat except in ground combat where they will occasionally, but rarely run away to a safe spot if they've taken enough damage without being killed. This is played straight in spaceship combat where they don't seem programmed to jump away when their ship has taken enough damage without being destroyed. It's somewhat justified in that once their gravitic drive has been temporarily disabled, they cannot retreat and jump away from combat and are forced to fight to the death.

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** Enemies will always attack your character [[TheComputerShallTauntYou and, among non-alien humans, will keep taunting you in almost endlessly annoying fashion]] regardless of level and equipment quality and never seem to retreat except in ground combat where they will occasionally, but rarely run away to a safe spot if they've taken enough damage without being killed. This is played straight in spaceship combat where they don't seem to be programmed to jump away when their ship has taken enough damage without being destroyed. It's somewhat justified in that once their gravitic drive has been temporarily disabled, they cannot retreat and jump away from combat and are forced to fight to the death.

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* ThemeNaming: Invoked at the New Homestead colony on Titan, where citizens adopt as their family name the name of the Earth city their ancestors originally came from. With New Homestead being primarily a museum dedicated to Earth's history, it's one of their methods to keep mankind's heritage alive.

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* ThemeNaming: ThemeNaming:
**
Invoked at the New Homestead colony on Titan, where citizens adopt as their family name the name of the Earth city their ancestors originally came from. With New Homestead being primarily a museum dedicated to Earth's history, it's one of their methods to keep mankind's heritage alive.alive.
** Each of four factions of TheUsualAdversaries has a name theme for their array of ship models. The Spacers are named after various scavenger animal species from Earth, the Crimson Fleet names them after various ghostly myths, Ecliptic names theirs after various kinds of swords, and the Va'ruun Zealots name theirs after various kinds of religious incantations.

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* TheComputerShallTauntYou: Hostile [=NPCs=] love to do this to you in combat, whether on ground or over the comms in space.

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* TheComputerShallTauntYou: Hostile [=NPCs=] love to do this to you in combat, whether on ground or over the comms in space. [[SuicidalOverconfidence And they'll keep doing it regardless of your player's level or equipment quality.]]



* RammingAlwaysWorks: In spaceship combat, you can inflict CollisionDamage with enemy ships by simply ramming them at the desired speed of your choice. It's best to do this if your shields are not fully depleted as it will cause damage to your ship's hull and can be potentially fatal if not done carefully. Likewise, ramming enemy ships with their shields taken out is the best way to damage and eventually destroy them although you miss out on completing certain challenges of a specific perk for your character when leveling up.



** Much like in ''Fallout 3'' and ''New Vegas'', the "foolhardy" AI parameter exists in the game's engine that dictate the AI to completely ignore an enemy's strength regardless of the disparity in level. And almost every faction and alien NPC seems to have this trait, meaning they will often charge at you with reckless abandon even if they're outmatched. While this is justified with Va'ruun Zealots, whose fanatical devotion to their serpent deity causes them to attack anyone outside of their religion, it's less excusable with the Spacers, Ecliptic Mercenaries, and the Crimson Fleet pirates unless they're possibly taking drugs and alcohol to attack anyone that isn't them, which is a plausible reason for their suicidally reckless behavior.

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** Much like in ''Fallout 3'' and ''New Vegas'', the "foolhardy" AI parameter exists in the game's engine that dictate the AI to completely ignore an enemy's strength regardless of the disparity in level. And almost every faction and alien NPC seems to have this trait, meaning they will often charge at you with reckless abandon even if they're outmatched. While this is justified with Va'ruun Zealots, whose fanatical devotion to their serpent deity causes them to attack anyone outside of their religion, it's less excusable with the Spacers, Ecliptic Mercenaries, and the Crimson Fleet pirates unless they're possibly taking drugs and and/or alcohol to attack anyone that isn't them, which is a plausible reason for their suicidally reckless behavior.
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** Enemies will always attack your character regardless of level and equipment quality and never seem to retreat except in ground combat where they will occasionally, but rarely run away to a safe spot if they've taken enough damage without being killed. This is played straight in spaceship combat where they don't seem programmed to jump away when their ship has taken enough damage without being destroyed. It's somewhat justified in that once their gravitic drive has been temporarily disabled, they cannot retreat and jump away from combat and are forced to fight to the death.

to:

** Enemies will always attack your character [[TheComputerShallTauntYou and, among non-alien humans, will keep taunting you in almost endlessly annoying fashion]] regardless of level and equipment quality and never seem to retreat except in ground combat where they will occasionally, but rarely run away to a safe spot if they've taken enough damage without being killed. This is played straight in spaceship combat where they don't seem programmed to jump away when their ship has taken enough damage without being destroyed. It's somewhat justified in that once their gravitic drive has been temporarily disabled, they cannot retreat and jump away from combat and are forced to fight to the death.
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** Also connected to the AL-Physics section: given how completely the Water Cycle and biosphere collapsed on Earth, the utter lack of fossils on what remains of the planet is glaring. Given billions of humans were abandoned, along with virtually all other species, at bare minimum the planet should be teeming with fossils and dead vegetation. And more likely, it should be a horrorscape of freeze-dried, partially-decayed flesh and vegetation. Instead, the only evidence to be found that Earth ''ever'' hosted life of any kind is an odd fungus in a cave near one of the few ruins the developers bothered to throw in.

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** Also connected to the AL-Physics section: given [[spoiler:Given how completely the Water Cycle and biosphere collapsed on Earth, the utter lack of fossils on what remains of the planet is glaring. Given billions of humans were abandoned, along with virtually all other species, at bare minimum the planet should be teeming with fossils and dead vegetation. And more likely, it should be a horrorscape of freeze-dried, partially-decayed flesh and vegetation. Instead, the only evidence to be found that Earth ''ever'' hosted life of any kind is an odd fungus in a cave near one of the few ruins the developers bothered to throw in.]]
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** Also connected to the AL-Physics section: given how completely the Water Cycle and biosphere collapsed on Earth, the utter lack of fossils on what remains of the planet is glaring. Given billions of humans were abandoned, along with virtually all other species, at bare minimum the planet should be teeming with fossils and dead vegetation. And more likely, it should be a horrorscape of freeze-dried, partially-decayed flesh and vegetation. Instead, the only evidence to be found that Earth ''ever'' hosted life of any kind is an odd fungus in a cave near one of the few ruins the developers bothered to throw in.

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** The Ruyjin plotline basically is an extended shout out to ''VideoGame/{{Syndicate}}'', with you working for a corporation as an operative doing illegal things in a cyberpunk setting (which Neon comes the closest to), and features a piece of technology that allows you to compel people to do things for you, much like Syndicate's Persuadotron.

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** The Ruyjin Ryujin plotline basically is an extended shout out to ''VideoGame/{{Syndicate}}'', with you working for a corporation as an operative doing illegal things in a cyberpunk setting (which Neon comes the closest to), and features a piece of technology that allows you to compel people to do things for you, much like Syndicate's Persuadotron.



** The ship designs of Nova Galactic are very reminiscent of the Terran United Space Command spacecraft from the ''VideoGame/{{X}}'' games. Likewise, the ship designs from Deimos Staryards Inc. are reminiscent of the spacecraft flown by the [=AGI=] Task Force.

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** The ship module designs of Nova Galactic are very reminiscent of the Terran United Space Command spacecraft from the ''VideoGame/{{X}}'' games. Likewise, the ship module designs from Deimos Staryards Inc. are reminiscent of the spacecraft flown by the [=AGI=] Task Force.


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* SuicidalOverconfidence:
** Enemies will always attack your character regardless of level and equipment quality and never seem to retreat except in ground combat where they will occasionally, but rarely run away to a safe spot if they've taken enough damage without being killed. This is played straight in spaceship combat where they don't seem programmed to jump away when their ship has taken enough damage without being destroyed. It's somewhat justified in that once their gravitic drive has been temporarily disabled, they cannot retreat and jump away from combat and are forced to fight to the death.
** Much like in ''Fallout 3'' and ''New Vegas'', the "foolhardy" AI parameter exists in the game's engine that dictate the AI to completely ignore an enemy's strength regardless of the disparity in level. And almost every faction and alien NPC seems to have this trait, meaning they will often charge at you with reckless abandon even if they're outmatched. While this is justified with Va'ruun Zealots, whose fanatical devotion to their serpent deity causes them to attack anyone outside of their religion, it's less excusable with the Spacers, Ecliptic Mercenaries, and the Crimson Fleet pirates unless they're possibly taking drugs and alcohol to attack anyone that isn't them, which is a plausible reason for their suicidally reckless behavior.
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** We never learn the identity of [[spoiler:the Pilgrim, a Starborn who came into the current universe centuries prior seeking an understanding of the Unity and impacting the setting's three major religions (Sanctum Universum, Enlightened, and Va'ruun)]].

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** We never learn the identity of [[spoiler:the Pilgrim, a Starborn who came into the current universe centuries prior seeking an understanding of the Unity and impacting the setting's three major religions (Sanctum Universum, Enlightened, and Va'ruun)]].Va'ruun) -- though in NewGamePlus it's implied they're Keeper Aquilus and, by extension, an iteration of the Hunter that gave up the eternal hunt for the artifacts]].
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** The Vanguard quest chain unlocks ship parts after the second mission. One of these is the Vanguard Obliterator Autoprojector particle cannon. This deals high and equal damage to shields and hulls and uses only two bars of ship power per gun. It's more efficient than almost anything else you can load onto a ship at ''any'' level and four of the guns will take down most shields in seconds. It continues to hold up well against B-class particle autoprojector gun modelss and is only outclassed by C-class models.

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** The Vanguard quest chain unlocks ship parts after the second mission. One of these is the Vanguard Obliterator Autoprojector particle cannon. This deals high and equal damage to shields and hulls and uses only two bars of ship power per gun. It's more efficient than almost anything else you can load onto a ship at ''any'' level and four of the guns will take down most shields in seconds. It continues to hold up well against B-class particle autoprojector gun modelss models and is only outclassed by C-class models.
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** The Vanguard quest chain unlocks ship parts after the second mission. One of these is the Vanguard Obliterator Autoprojector particle cannon. This deals high and equal damage to shields and hulls and uses only two bars of ship power per gun. It's more efficient than almost anything else you can load onto a ship at ''any'' level and four of the guns will take down most shields in seconds. It continues to hold up well against B-class particle autoprojector guns and is only outclassed by C-class autoprojectors.

to:

** The Vanguard quest chain unlocks ship parts after the second mission. One of these is the Vanguard Obliterator Autoprojector particle cannon. This deals high and equal damage to shields and hulls and uses only two bars of ship power per gun. It's more efficient than almost anything else you can load onto a ship at ''any'' level and four of the guns will take down most shields in seconds. It continues to hold up well against B-class particle autoprojector guns gun modelss and is only outclassed by C-class autoprojectors.models.
Is there an issue? Send a MessageReason:
None


** The Vanguard quest chain unlocks ship parts after the second mission. One of these is the Obliterator Autoprojector particle cannon. This deals high and equal damage to shields and hulls and uses only two bars of ship power per gun. It's more efficient than almost anything else you can load onto a ship at ''any'' level and four of the guns will take down most shields in seconds.

to:

** The Vanguard quest chain unlocks ship parts after the second mission. One of these is the Vanguard Obliterator Autoprojector particle cannon. This deals high and equal damage to shields and hulls and uses only two bars of ship power per gun. It's more efficient than almost anything else you can load onto a ship at ''any'' level and four of the guns will take down most shields in seconds. It continues to hold up well against B-class particle autoprojector guns and is only outclassed by C-class autoprojectors.

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** The ship designs of Nova Galactic are very reminiscent of the Terran United Space Command spacecraft from the ''VideoGame/{{X}}'' games. Likewise, the ship designs from Deimos Staryards Inc. are reminiscent of the spacecraft flown by the [=AGI=] Task Force.



* SpaceCompression: At work as usual for a Bethesda games. ''Starfield'' features the largest cities seen since ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and feature generic citizens to pad the civilian numbers. That said, each city is still positively minuscule for how big they should be in the lore. Even New Atlantis, the setting's largest city, feature maybe at most 5 skyscrapers in which civilians resides, far from a metropolis home to the largest population in the Settled Systems. UC as a whole counts 4 major settlements[[note]]New Atlantis, Cydonia, Gagarin, New Homestead. And the last three are explicitly smaller and on the downslide.[[/note]] yet somehow makes up about a third to half of the human race. Akila City meanwhile, the capital of the Freestar Collective counts maybe two dozen one or two story buildings and is moderately larger than a major city in ''Skyrim''.


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* SpaceCompression: At work as usual for a Bethesda games. ''Starfield'' features the largest cities seen since ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and feature generic citizens to pad the civilian numbers. That said, each city is still positively minuscule for how big they should be in the lore. Even New Atlantis, the setting's largest city, feature maybe at most 5 skyscrapers in which civilians resides, far from a metropolis home to the largest population in the Settled Systems. UC as a whole counts 4 major settlements[[note]]New Atlantis, Cydonia, Gagarin, New Homestead. And the last three are explicitly smaller and on the downslide.[[/note]] yet somehow makes up about a third to half of the human race. Akila City meanwhile, the capital of the Freestar Collective counts maybe two dozen one or two story buildings and is moderately larger than a major city in ''Skyrim''.


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* StandardHumanSpaceship: Due to the NASA-punk nature of the game [[AbsentAliens and the lack of sapient alien races, especially of the humanoid variety,]] all of the starship manufacturers follow this trope traditionally with their designs not being all that different from one another, with the only difference being in their aesthetics (how they actually look both in their exterior and interior). A lot of the pre-built starships you can buy from the ship vendor in their native planet/moon tend to conform to the [[TheAestheticsOfTechnology basic symmetrical starship designs that humans tend to envision with their imaginations.]] You can potentially subvert this with the [[DesignItYourselfEquipment ship editor,]] where you can customize your ship in any manner possible and potentially make the most outlandish designs out of your ship from wherever your imaginations can be made possible.
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Removing redundant Space Is Cold trope due to one already being place there.


* SpaceIsCold: It's a plot point that a particular supercomputer was built on the moon because it is "colder" there, making for better cooling; and they mention building it in space if that didn't work. This isn't, of course, how temperatures work; with no air to carry away heat, their supercomputer ought to have more heat problems on the moon, not less.
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* LightningBruiser: C-class starships start off fitting the mold of {{Might Glacier}}s, being the biggest, toughest, and having the most power out of the ship classes while being inherently slower and less agile than smaller ones. However, it is very possible, even easy, to design a fairly large C-class ship that has perfect or near-perfect Mobility while crew and skill bonuses can push its top speed over 200. The Bruiser part comes from access to C-class weapons and shield generators which are the most powerful in the game, and even after those are accounted for the ship should have enough spare maneuvering thrust to add large capacities for fuel and cargo before Mobility starts dropping below 100.[[note]]All of this assumes that C-class engines are used, which have the lowest top speed of 130 but provide by far the most maneuvering thrust. Using lower-grade engines would result in slightly higher top speed but very poor mobility due to less maneuvering thrust.[[/note]]

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* LightningBruiser: C-class starships start off fitting the mold of {{Might {{Mighty Glacier}}s, being the biggest, toughest, and having the most power out of the ship classes while being inherently slower and less agile than smaller ones. However, it is very possible, even easy, to design a fairly large C-class ship that has perfect or near-perfect Mobility while crew and skill bonuses can push its top speed over 200. The Bruiser part comes from access to C-class weapons and shield generators which are the most powerful in the game, and even after those are accounted for the ship should have enough spare maneuvering thrust to add large capacities for fuel and cargo before Mobility starts dropping below 100.[[note]]All of this assumes that C-class engines are used, which have the lowest top speed of 130 but provide by far the most maneuvering thrust. Using lower-grade engines would result in slightly higher top speed but very poor mobility due to less maneuvering thrust.[[/note]]

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Trope was cut/disambiguated due to cleanup


* CanadaEh: "Can-uck!" (a play on Canuck) is a brand of food items with a stereotypical Canadian theme, their packaging featuring giant maple leaves. They sell mundane items like coffee but also more stereotypically Canadian items like poutine, bacon, tourtière, pouding chômeur, and maple syrup flavored soda.


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* MooseAndMapleSyrup: "Can-uck!" (a play on Canuck) is a brand of food items with a stereotypical Canadian theme, their packaging featuring giant maple leaves. They sell mundane items like coffee but also more stereotypically Canadian items like poutine, bacon, tourtière, pouding chômeur, and maple syrup flavored soda.
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* WeirdnessCensor: On NewGamePlus, if you choose to replay through the story [[spoiler:and thus don't tell anyone you're starborn, none of the Constellation members will ever pick up on that fact, no matter how blatant you are about it. They'll remark on individual things (your powers, your spacesuit, your ship) as being weird and fantastic, but they'll never point out these are all things the Starborn they are fighting have or ask about their origins. The only exception is Walter, where during the first meeting with The Emissary, depending on dialogue chosen by the player, implies he's made the connection but won't mention it since clearly the player isn't willing to talk about it.]]

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