Nexus: The Jupiter Incident: Difference between revisions

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The game is notable for its unique approach to space combat, as well as its remarkable graphics for the time and attention to detail. Unfortunately, various bugs and extremely difficult [[Stealth Based Mission|Stealth Based Missions]] marred the otherwise interesting gameplay.
 
During the campaign, the player controls a small flotilla of ships (can range from 1 to 10), with one ship (''Stiletto'' or ''Angelwing'') being the main one. If that ship is destroyed or damaged beyond repair, the [[Nonstandard Game Over|game is over]]. The game allows the player two main forms of controlling movement: direct ''[[Homeworld (Video Game)|Homeworld]]''-style orders and simply issuing various orders and selecting targets from the list. In practice, the first method is usually ignored by most players, as gameplay dynamics make it a must to give control of most of the movement to the computer. The player is left managing tactics, weapons, energy distribution, and repair, which usually turns out to be a handful during heated battles. In-between missions, the player is given a certain number of points to spend on repairing and upgrading the flotilla. There usually aren't enough points to spend on all the "goodies", so the player is required to carefully manage his or her spending (unspent points don't carry over to the next mission). Also, the mission briefings do not always give the best idea of what awaits the player, so a playthrough may be required to determine the best loadout.
 
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.
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* [[Earthshattering Kaboom]]: Destroyed ships explode in a blazing flash. If camera is zoomed into the explosion, the screen shakes.
* [[The Empire|Empire, The]]: The Gorg Empire and the Vardrag Confederacy.
* [[The End of the World Asas 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]].
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* [[I Owe You My Life]]: If the player managed to save Chief Zatuk from his clan's dissenters, he will appear in the second last mission with his Gorg battleship. His ship has a siege laser which can be useful.
* [[Iron Butt Monkey]]: Vice Admiral Norbank. While his tactics almost fail every time, he seemingly able to shrug off anything. Survived from being blown up by the Raptors' Cataclysm missiles while seemingly the escape pods are caught in the blast, took a hit from a Gorg Siege Laser in the face, and even survived after the mechanoids taken over his ship.
* [[ISO Standard Human Spaceship]]: Non-Noah human ships lack advanced technology such as [[Deflector Shields]], [[FTL Travel]], and [[Artificial Gravity]]. They are grey or black and highly reminiscent of ''[[Babylon Five|Babylon 5]]'' human ships, including spinning sections to provide pseudo-gravity.
* [[Kill Sat]]: Defence platforms.
* [[Mighty Glacier]]: Battleships and the Vardrag city-ships.
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{{reflist}}
[[Category:Real-Time Strategy]][[Category:Nexus the Jupiter Incident]]
[[Category:Nexus the Jupiter Incident]]