Star Trek Armada: Difference between revisions

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** Cardassians (Dreadnought): The same basic effect as the Subspace Rift, but it comes in a missile that has to be crashed into whatever you want to destroy. It's at least a bit faster than the comparable Romulan ship, but that doesn't really affect the enemy's ability to target it, and it has even weaker shields.
** Species 8472 (Combination Beam): This involves getting between 3 and 8 ships to slave their beam weapons together to form one huge blast. In theory this should be a good way of taking out things like starbases and fusion cubes, but in reality it's probably the most blatant example of this trope in the series. The range is too short, the charging time is too long, and the AI's targeting priority system means that the formation will ''always'' be attacked whenever it gets near the intended target, and likely wiped out before it can fire the combined beam.
*** This one is especially frustrating considering that in [[Star Trek: Voyager]] it was a quick-charging [[Wave Motion Gun]] powerful enough to destroy a planet.
* [[Awesome but Practical]]: Each race gets at least one of these among its ships' special weapons.
** The Federation ''Nebula'' class gets the Shield Disruptor, which is [[Exactly What It Says Onon the Tin]], and Engineering Team, which can radically increase repair speed aboard friendly ships. Meanwhile, the ''Sovereign'' class gets the Corbomite Device, which reflects hostile weapons fire back at the shooter.
*** The Engineering Team is a very good way to repair bases, as bases take much longer to repair than ships.
** The Klingon ''Vor'Cha'' cruiser gets the Polaron Torpedo, which ignores shields and causes damage to one enemy subsystem, which is great if it knocks out, say, a starbase's weapons or shield generator. Also, the ''Fek'Lhr'' gets the Ion Storm, and [[Area of Effect]] that strips the shields off enemy ships and buildings, and Death Chant, which increases rate of fire and special energy recovery for all friendly ships within a certain radius.
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* [[Body Horror]]: [[Self Explanatory|Both the Borg and Species 8472 are playable.]]
* [[Cannon Fodder]]: What you're crewmen will be if you attempt to capture another faction's ships or stations. If there is nobody alive defending it, than your [[Red Shirts]] are likely to be killed before life support is restored. [[We Have Reserves|Either way, just send a few more boarding parties.]]
* [[Continuity Nod]]: The second mission takes place in the Briar Patch, the setting from [[Star Trek: Insurrection]], and involves protecting Ba'ku from some seriously pissed off Son'a.
* [[Cool Starship]]: Many ships from the TNG era of the franchise show up, and a few (such as the Premonition and many of the Borg's ships) were designed specifically for the game. The Premonition in particular has become an [[Ensemble Darkhorse]], with higher detailed versions for both [[Star Trek Starfleet Command]] and [[Star Trek Bridge Commander]].
** Don't forget ''USS Incursion'' from ''[[Star Trek Away Team|Star Trek: Away Team]]'', able to holographically mimic any other ship.
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* [[Meaningful Name]]: USS Premonition
* [[A Million Is a Statistic]]: Inevitable, with how the games model crew complements for ships and stations. You need to build Starbases and colonize planets to replace you're losses, but then again, it's the most plentiful resource in both games.
* [[No Campaign for Thethe Wicked]] [[Subverted]], [[Running Gag|the Borg and Species 8472 are playable]], [[Video Game Cruelty Potential|so go nuts.]]
* [[No Canon for Thethe Wicked]]: The Borg campaign ends with Worf and Deming dead, and Earth assimilated, but it's eventually undone by the ''Enterprise'' travelling through time to avert it.
* [[Obvious Beta]]: The first game suffered a really bad case of this on its initial release, and the 1.1 patch didn't do a whole lot to help things. Worse still, Activision cut off support for the game only a couple of months after its initial release, leaving incoming ''Armada II'' developers Mad Doc Software to create a 1.2 patch that finally fixed all the major problems with the game. ''Armada II'' itself suffered a few bugs on its initial release, including one very obvious problem in that ship explosions weren't implemented properly, but was nowhere near as bad as the first game.
* [[Organic Technology]]: Species 8472 are all about this, they even Transmute all other resources ([[Human Resources|including people]]) into Bio-Matter, before they can build with it. Because of the [[Organic Technology]] they are also a bit different to play, growing their ships from larvae, only needing one crew member per ship and have a weaker, but mobile, star base.
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* [[Real Time Strategy]]
* [[Set Right What Once Went Wrong]]: The purpose for which the Premonition was built.
* [[Standard Sci-Fi Fleet]]: The developers took artistic license to a bizarre degree on a few of the ships. By far the most [[Egregious]] case is with the Defiant Class. In ''[[Star Trek: Deep Space Nine|DS9]]'', and in ''[[Star Trek Starfleet Command|Starfleet Command 3]]'', the Defiant is a small overpowered warship capable of taking down ships five times it's size singlehandedly. In the Armada games, however, it's more or less [[Cannon Fodder]] and doesn't stand a chance against anything larger unless it's part of a fleet. [[Red Shirt|And even then...]]
** The first game was a LITTLE better about it, presumably because of the smaller ship pool (and because [[Badass|Worf]] uses a Defiant as his ship). However, in the second game, you're likely only building the basic shipyard because it's a requirement to build the advanced shipyard and gain access to the more powerful ships in your fleet.
** The developers of ''[[Game Mod|Fleet Ops]]'' for ''Armada II'' were careful enough to take note of this inconsistency and [[Gameplay and Story Integration|restore its canonical status as a purpose-built Federation warship]].
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{{reflist}}
[[Category:Science Fiction Video Games]]
[[Category:Real-Time Strategy]][[Category:Star Trek Armada]]
[[Category:Star Trek Armada]]