Nexus: The Jupiter Incident: Difference between revisions

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(Import from TV Tropes TVT:Main.NexusTheJupiterIncident 2012-07-01, editor history TVTH:Main.NexusTheJupiterIncident, CC-BY-SA 3.0 Unported license)
 
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During battles, the player can select the ships' general behavior towards a single target. For example, the ''Angelwing'' may be ordered to conduct a "Shield Attack" on an enemy cruiser, which will cause the ship to close in and engage the cruiser with its energy shells only, maneuvering to bring the necessary weapons to bear, as well as conducting evasive maneuvers to dodge enemy shots. Once that task is done, the ship will automatically determine the next task/target, depending on the "level of freedom" assigned to the ship by the player. While the ships' maneuvering is focused on one ship, the player can manually assign various targets to the ship's other weapons. This means that a ship can simultaneously engage several enemy ships.
 
Weapons are divided into several groups: anti-armor ([[Magnetic Weapons|railgun]]s, effective at destroying the hull; largely ineffective against shields), energy shells (overload enemy [[Deflector Shields]]; no effect on armor), [[Frickin' Laser Beams|lasers]] (anti-hardpoint weapons; damage specific devices; very little hull/shield damage), flak (automated anti-fighter and anti-missile laser grid), missiles/torpedoes (limited-supply guided area-effect weapons), and special (various unique weapons). Ships can also carry wings of fighters/bombers, although they generally prove to be nothing more than a nuisance, especially if the enemy is equipped with an advanced flak grid or has his own fighter complement. Shuttles can be used to capture ships, although the enemy flak systems need to be disabled first and fighters destroyed. Other systems include power generators (main and weapons), engines (main, secondary, and combat), sensors, [[Faster Than Light Travel|interplanetary drives]] (used to exit the mission), and special devices.
 
The intro describes the major events that led to the current situation in the Solar System. Shortly before the 22nd century, humanity suffered several catastrophes, the major one being the [[AI Is a Crapshoot|AI Wars]]. As a result, all AI development has been banned by the [[One World Order|ISA]] with the exception of a single AI controlling interplanetary shipping. Not long after that, a [[Our Wormholes Are Different|wormhole]] was located near [[The Red Planet|Mars]]. Ten years later, the ISA sends a massive colony ship, the ''[[Meaningful Name|Noah's Ark]]'', through the wormhole, almost immediately losing contact with the ship. The wormhole collapses, and the ''Ark'' is presumed lost with all hands. By 2080, ISA has been engaging in a constant legal battle with the [[Mega Corp|megacorporations]], who seek more freedom in exploring/exploiting other planets. Realizing that the corporations are winning, ISA forms the [[Space Navy|Confederate Fleet]] to maintain order throughout the system. A little less than a decade later, full-scale war breaks out between ISA and the megacorporations with the megacorporations emerging victorious. ISA retreats to Earth, enforcing its laws only as far as the Moon, leaving the rest to corporations.
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* [[The End of the World As We Know It|End of the World as We Know It, The]]: Earth is taken over by the Mechanoids and remade to suit their needs.
* [[Energy Weapon]]: Energy shells, lasers (offensive and flak), and energy skeeters.
* [[Frickin' Laser Beams]]: Lasers are used both to disable/destroy enemy ship systems and to defend against fighters and missiles. Shown as bright beams of varying colors and thickness. Travel instantly to target. Also see [[Wave Motion Gun]].
* [[Guide Dang It]]: The mission briefings don't usually give a good idea on the best loadout for the mission, requiring either at least one playthrough or reading a walkthrough. Additionally, the poorly done [[Stealth Based Mission|Stealth Based Missions]] require precise actions and timing, which are almost impossible without prior knowledge of the events.
* [[Horde of Alien Locusts]]: The Locust.
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* [[Mighty Glacier]]: Battleships and the Vardrag city-ships.
* [[Nigh Invulnerability]]: Don't shoot Mechanoids. They'll absorb the energy and get stronger.
* [[Nuke 'Em]]: Some missiles/torpedoes are nuclear-tipped.
* [[Organic Technology]]: The Locust.
** The Ghost use organic ships.