Space Pirates and Zombies: Difference between revisions

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* [[Big Bad]]: {{spoiler|Don, who does a [[Face Heel Turn]] in Chapter 3.}}
* [[Boarding Party]]: Delivered either by the "Suicide Cannon" (which essentially fires a modified escape pod that drills into the enemy ship) or the Grunt Shuttle. Ships with enemies aboard move slower and their weapons fire more slowly. If there are no defenders, they take hull damage and eventually explode... [[It Got Worse|or get turned into zombie ships]], if the boarding party are zombies.
* [[Break Out the Museum Piece]]: The Hound is said to be a ship model that has been mothballed for decades and replaced by the Saucer for the UTA. However, during the lockdown wars, civilians refurbished a large amount of them, and they've proven themselves to be competent fighters regardless of their aged design.
* [[ColourColor-Coded for Your Convenience]]: The ships you control are coloured blue, UTA ships are red, Civilian ships are green, Bounty Hunter ships are yellow, and zombie ships are a sickly purple colour.
* [[Crippling Overspecialization]]:
** Some stations and ships use missiles and drones exclusively. Equipping all your ships with Point Defence Modules will turn them into oversized roadblocks that ineffectually spit rockets and drones at you.
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* {{spoiler|[[Enemy Mine]]}}: {{spoiler|1=In Act 4, the UTA and the Civilians band together against the Zombie invasion}}
* {{spoiler|[[Evil Mentor]]}}: {{spoiler|Don's motivation for reaching the galactic core was not for the REZ, but to unleash the zombie hordes. [[Apologetic Attacker|Didn't seem so eager to betray his comrades, though.]]}}
* [[Escape Pod]]: Human ships in this game eject them before being destroyed. You have the option to pick them up with your ship (where the occupants will be either forced to join their crew or [[Thrown Out the Airlock]], the more crew you have on the ship and the lower the relationship you have with the occupants' faction, the more likely the latter will happen), and after a minute or so they'll just spontaneously burst open, leaving the hapless occupant to suffocate in space (presumably they can only maintain life support for so long). Like ships, they're [[ColourColor-Coded for Your Convenience]], and escape pods containing your crew are immune to friendly fire.
* [[Exactly What It Says on the Tin]]: You are [[Space Pirates]]! There are [[Everything's Deader with Zombies|Zombies]]! And [[Expansion Pack|Bounty Hunters!]]
* [[Explosive Decompression]]: 'I wonder if your eyes really do pop in space'
* [[Fixed Forward-Facing Weapon]]: The Clockwork's Titan Beam, when used as a weapon. Additionally, any time you fit a ship with a Fixed Turret Mod. Most weapon slots not placed onto a turret, for that matter.
* [[Frickin' Laser Beams]]: One of the three primary weapon types, alongside [[More Dakka|cannons]] and [[Macross Missile Massacre|missiles]]. They're mainly effective against shields but fare less well against armor and hull, some of them are designed to serve supportive roles, such as disabling enemy ships or draining their energy capacitors.
* [[Gang Up on the Human]]: The zombies seem particularly fond of this, and will often attack whichever ship you're controlling at the time.
* [[Guide Dang It]]: Fighting the zombies requires a vastly different technique than fighting against non-zombie opponents. With non-zombie ships, you only have to worry about their shots. With zombie ships, or zombie-infested areas, the zombies in space that aren't shot first can hang around outside the ship, and if there's enough of them, they'll eventually overwhelm your ship and take it over. And if this happens too quickly, you'll end up fighting against too many ships at once.
* [[Holiday Mode]]: 2011 saw the addition of a Halloween and a Christmas mode. Both can be played outside the actual holiday, but they were the default for them. Both modes modified the three main character portraits and the graphics for rez, asteroids and other objects to suit the theme. Halloween also lets you "Trick or Treat" friendly starbases, which can cause various effects. The Christmas mode spawns milk and cookie pickups from destroyed ships, which in turn summon Santa to drop a bunch of presents (and a Specialist elf, if you're lucky).
* [[Hyperspace Lanes]]: How travel from system to system is conducted.
* [[Inhuman Resources]]: It is implied that Goons who are recruited get equipped with an exploding collarcollars and are freely used as payment for various tech and favors. 'Retiring' a specialist is shown to be ''ejecting them out the airlock''.
** Goons taken by one of your ships that refuse cooperation also get tossed out without hesitation.
* [[Jack of All Stats]]: The Big Brother and Carrier do a little bit of everything in terms of loadout, andcapable using cannons, beams, missiles as well as drones, but their stats are fairly average.
* [[Large Ham]]: The quote on top the page.
* [[Lightning Bruiser]]: The Hammerhead is fast and packs a lot of firepower, but lacks crew capacity and has relatively low hull strength. The Manta Ray has ''more'' firepower, is still reasonably mobile, and is more durable than the Hammerhead; its trade-off is having so many gun mounts that it easily drains its capacitor, and all of its guns are fixed in a forward facing position.
* [[Macross Missile Massacre]]: Can be invoked on ships that have a lot of missiles as weapons such as the Volley, the Pelican or the Carrier.
* [[Meat Moss]]: Zombie tissue can be used to form this and glue several shipwrecks together to form new breeder ships. [[Foreshadowing|One early radio broadcast has a scavenger mention that he boarded a derelict with "shit growin' on the walls"|Foreshadowing]]. Infested versions of regular ships also have purple veins and biological growth all over them.
* [[Metaphorgotten]]: "In space, no one can hear you scream... unless you're broadcasting on the right frequency"
* [[Mighty Glacier]]: The Star Cruiser is tough and packs a lot of firepower... but lacks speed and maneuverability.
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* [[Nice Job Breaking It, Hero]]: {{spoiler|1=The UTA built the core gate to lock in the zombie invasion. The Clockwork breaks through it. [[Zombie Apocalypse|Whoops]]}}
* [[Our Zombies Are Different]]: To put it simply they're Type PS themselves, while their ships are Type C, as they cobble together wrecks and infest human ships.
* [[The Pirates Who Don't Do Anything]]: The amount of pirating you choose to do is entirely up to you. If you want to, you can go around bribing everyone and essentially trading and mining your way through a lot of the game. However, a key part of the trading involves what's essentially slave running.
** Then again, trading is largely based on slavery in this game.
* [[Pungeon Master]]: Every time Admiral Jamison shows up, Dr. Carl Memford ''has'' to poke fun at the fact he's missing an eye.
* [[Schmuck Bait]]: {{spoiler|AIn Act 4, a cache of survivors is discovered from the original Clockwork. Dr. Memford immediately points this out. Don even [[Lampshade Hanging|lampshades]] it}}
** An early optional mission offers great rewards for responding to a distress call. Turns out the message comes from a bunch of spam satellites.
* {{spoiler|[[Sealed Evil in a Can]]}}: The Galactic Core Gate, it's existence is concealed from public knowledge and the gate itself is cloaked.
* [[Self-Destruct Mechanism]]: You can order your ships to self-destruct in the advanced tactics section of the tactics menu. Handy for those truly desperate situations, such as your ships being full of zombies and with nothing to stop them from 'turning'.
* [[Space Is Noisy]]
{{quote|"In space no one can hear you scream, unless you're broadcasting on the right frequency."}}