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Weapon Running Time
- 115 statements
- 20 feature instances
- 20 referencing feature instances
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Weapon Running Time | comment |
All kinetic weapons have a finite speed —along with most energy-based ones— they take time to get from the attacker to the target. Even light takes 8 minutes to reach Earth from the Sun. Sometimes this becomes a plot point. When a weapon takes over 30 seconds to reach a target, it allows things to happen, such as Oh, Crap! reactions, defensive countermeasures, and self-destructing the missile. Of course, for The Speedster, there's almost always more than enough time. May well involve a Magic Countdown, when time flows differently on time counters currently not onscreen or discussed. Hitscan is what you get when a game skips this. When combined with Offscreen Inertia, it produces peak tension. Sister Trope of Traveling at the Speed of Plot, any vehicle travels as fast or as slowly as the plot demands. Super-Trope of Slow Laser, laser beams depicted as slower-than-light energy bullets. |
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2024-04-05T23:02:16Z | |
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2024-04-05T23:02:16Z | |
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Dropped link to ActionPrologue: Not an Item - FEATURE | |
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Dropped link to Helldivers2: Not an Item - UNKNOWN | |
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Dropped link to InvertedTrope: Not an Item - IGNORE | |
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Dropped link to OhCrap: Not an Item - FEATURE | |
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Dropped link to TimedMission: Not an Item - FEATURE | |
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Dropped link to WaveMotionGun: Not an Item - FEATURE | |
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Helldivers2 | |
Weapon Running Time | isPartOf |
DBTropes | |
Weapon Running Time / int_247422c7 | type |
Weapon Running Time | |
Weapon Running Time / int_247422c7 | comment |
Honor Harrington: Missiles are the primary ship-to-ship weapon, and running time is an essential aspect of missile combat in multiple ways. Missiles can be evaded, shot down with point-defense fire, diverted by decoys, or blocked by a "rolling ship" and interposing the target ship's impenetrable drive wedge between the ship and the missile. The longer the running time, the more time the target ship has to try all of these countermeasures. | |
Weapon Running Time / int_247422c7 | featureApplicability |
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Honor Harrington | hasFeature |
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Weapon Running Time / int_253bfd6e | type |
Weapon Running Time | |
Weapon Running Time / int_253bfd6e | comment |
U.S.S. Cunningham Quintet: The running time of both missiles and torpedoes becomes tactically important as the U.S.S. Cunningham fights a solo battle against multiple enemies above, on, and below the sea in Choosers of the Slain. | |
Weapon Running Time / int_253bfd6e | featureApplicability |
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U.S.S. Cunningham Quintet | hasFeature |
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Weapon Running Time / int_3f918bcd | type |
Weapon Running Time | |
Weapon Running Time / int_3f918bcd | comment |
Starfire: Combat between starships is heavily missile-oriented. Some missiles are relatively slow and can be intercepted by point defense. Others are blindingly fast —almost lightspeed— and at the ranges where combat occurs, these "capital" missiles can't be intercepted, only blocked by shields. In Insurrection, one of the weapons breakthroughs produced by the Zephrain research base is a missile that runs for such a long time that if it misses on its first run, it can turn around and make a second attack. Needless to say, that comes as quite a shock to the opposing forces. | |
Weapon Running Time / int_3f918bcd | featureApplicability |
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Starfire (Tabletop Game) | hasFeature |
Weapon Running Time / int_3f918bcd | |
Weapon Running Time / int_467773a6 | type |
Weapon Running Time | |
Weapon Running Time / int_467773a6 | comment |
Rogue One: The first time the Death Star is used, it's set at its lowest potency because while the Imperials want to stifle the rebellious discontent brewing in Jedha City, they still want to keep their planet-destructor under wraps. As a result, the Death Star's ray acts as a Wave-Motion Gun that takes very little to reach its target and causes a slower expansive wave up the size of a nation. Its firing startles the heroes into a rushed escapade from the moon before the blast kills them. The second time the Death Star fires, it's again in its single-reactor ignition, so the ensuing destruction is the same. Except, the trope is subverted because the heroes send the maps of the Death Star to Princess Leia just as said superweapon appears from the hyperspace in Scarif's space. Mission accomplished, they merely embrace each other as they await the fatal blast. |
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Weapon Running Time / int_467773a6 | featureApplicability |
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Rogue One | hasFeature |
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Weapon Running Time / int_562e8a6e | type |
Weapon Running Time | |
Weapon Running Time / int_562e8a6e | comment |
Max Payne: The series was one of the earliest to model each round's trajectory when fired rather than hitscan it, so as to be able to utilize the Bullet Time mechanic for Max. Even at normal speed, there is a slight but noticeable delay between Max firing a shotgun and the rounds actually striking the target and knocking him back dead. | |
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Max Payne (Video Game) | hasFeature |
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Weapon Running Time / int_5ada53ed | type |
Weapon Running Time | |
Weapon Running Time / int_5ada53ed | comment |
James Bond: In the Action Prologue of Octopussy, Bond exploits the fact that his tiny jet is almost as fast as an intercepting missile to lead it into a hangar so that it explodes there and destroys the advanced radar system that was Bond's target. In Tomorrow Never Dies, Bond has to get an aircraft clear from an Arms Fair before a Tomahawk hits the place. |
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Weapon Running Time / int_5ada53ed | featureApplicability |
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James Bond | hasFeature |
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Weapon Running Time / int_5b4f5fdc | type |
Weapon Running Time | |
Weapon Running Time / int_5b4f5fdc | comment |
Flight of the Intruder: One of the things that A-6 Intruder pilots need to dodge a surface-to-air missile is time to set up their evasive maneuvers. If the missile is fired too close, they can't dodge it. | |
Weapon Running Time / int_5b4f5fdc | featureApplicability |
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Flight of the Intruder | hasFeature |
Weapon Running Time / int_5b4f5fdc | |
Weapon Running Time / int_6535218b | type |
Weapon Running Time | |
Weapon Running Time / int_6535218b | comment |
Red Storm Rising: Aircraft use missiles as their long-range weapons (where "long-range" is anything beyond 500 meters). However, as in real life, all air-to-air (and most air-to-ground) missiles have top speeds in the 500-600mph range. This is a particular problem for the F-14 with its very long-range Phoenix missile: at long Phoenix range, the Tomcats must take every possible precaution against being detected, because the missiles take so long to reach their target that a forewarned target will be able to dodge, duck, or decoy the missiles and escape. Submarines use both missiles and torpedoes, and both have the same problems: limited speed and limited fuel, which means limited range. Torpedoes also have top speeds between fifty and seventy knots, while submarines have top speeds ranging from twenty to forty knots. This means that under certain circumstances the submarine can outrun a pursuing torpedo. Even if the sub can't outrun a torpedo, it can use noisemakers and water conditions to dodge or fool the torpedo. A great deal of the skill in attacking an enemy sub comes from the need to get as close as possible before firing, so the target doesn't have time to employ any counter-tactics. |
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Weapon Running Time / int_6535218b | featureApplicability |
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Red Storm Rising | hasFeature |
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Weapon Running Time / int_69f5f841 | type |
Weapon Running Time | |
Weapon Running Time / int_69f5f841 | comment |
Call of Duty 4: Modern Warfare: The first scene of the mission "One Shot, One Kill" is a sniping mission. The target is so far away that the bullet will take over a second to reach him and your CO tells you that you need to account for the Coriolis effect in your aim. Later, during "Ultimatum," the bad guys launch ICBMs toward the Eastern Seaboard. "No Fighting in the War Room" becomes a Timed Mission to take the control room and enter the missiles' destruct codes. |
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Weapon Running Time / int_69f5f841 | featureApplicability |
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Call of Duty 4: Modern Warfare (Video Game) | hasFeature |
Weapon Running Time / int_69f5f841 | |
Weapon Running Time / int_7ab10627 | type |
Weapon Running Time | |
Weapon Running Time / int_7ab10627 | comment |
Star Trek: The Motion Picture: V'ger's plasma-energy bolts travel slowly enough that the Enterprise can see them coming for ten or fifteen seconds — but has no way to divert or stop them and must depend on shields for defense. | |
Weapon Running Time / int_7ab10627 | featureApplicability |
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Weapon Running Time / int_7ab10627 | featureConfidence |
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Star Trek: The Motion Picture | hasFeature |
Weapon Running Time / int_7ab10627 | |
Weapon Running Time / int_9a7088bc | type |
Weapon Running Time | |
Weapon Running Time / int_9a7088bc | comment |
Star Trek: The Original Series: In "Balance of Terror", the Romulans' plasma bolt travels at sublight speed and has a limited range. This allows the fleeing Enterprise to travel far enough before the bolt hits that it survives the weakened bolt's impact. A full-power hit would have destroyed the ship. | |
Weapon Running Time / int_9a7088bc | featureApplicability |
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Star Trek: The Original Series | hasFeature |
Weapon Running Time / int_9a7088bc | |
Weapon Running Time / int_a6658fee | type |
Weapon Running Time | |
Weapon Running Time / int_a6658fee | comment |
The Hunt for Red October: There're several scenes with torpedoes inexorably closing in on the sub. Usually includes the first officer stoically counting down the time to impact with his stopwatch. | |
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The Hunt for Red October | hasFeature |
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Weapon Running Time / int_a6ece007 | type |
Weapon Running Time | |
Weapon Running Time / int_a6ece007 | comment |
Battlefleet Gothic: Torpedoes move a set distance (usually 30cm) every turn, which means that at long ranges they're more useful for limiting enemy movements than actually attacking. | |
Weapon Running Time / int_a6ece007 | featureApplicability |
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Battlefleet Gothic (Tabletop Game) | hasFeature |
Weapon Running Time / int_a6ece007 | |
Weapon Running Time / int_a895e9d3 | type |
Weapon Running Time | |
Weapon Running Time / int_a895e9d3 | comment |
Portal 2: The portal gun works at the speed of light. In all of the test, chambers save the finale where you have to put a portal on the surface of the Moon, the delay between the trigger and the portal opening is negligible. | |
Weapon Running Time / int_a895e9d3 | featureApplicability |
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Portal 2 (Video Game) | hasFeature |
Weapon Running Time / int_a895e9d3 | |
Weapon Running Time / int_b3a3fa47 | type |
Weapon Running Time | |
Weapon Running Time / int_b3a3fa47 | comment |
Babylon 5: The defense grid aboard all Earth ships includes "interceptors" that can destroy incoming fire if they have enough time to aim and fire. | |
Weapon Running Time / int_b3a3fa47 | featureApplicability |
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Babylon5 | hasFeature |
Weapon Running Time / int_b3a3fa47 | |
Weapon Running Time / int_c5472110 | type |
Weapon Running Time | |
Weapon Running Time / int_c5472110 | comment |
DEFCON: Nuclear missiles launched can take several minutes to reach their targets, which means they could be shot down en route by enemy anti-air missile sites. | |
Weapon Running Time / int_c5472110 | featureApplicability |
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DEFCON (Video Game) | hasFeature |
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Weapon Running Time / int_c6f7e804 | type |
Weapon Running Time | |
Weapon Running Time / int_c6f7e804 | comment |
Blake's 7: Plasma bolts have running times, allowing the force wall on the Liberator to be activated. | |
Weapon Running Time / int_c6f7e804 | featureApplicability |
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Blake's 7 | hasFeature |
Weapon Running Time / int_c6f7e804 | |
Weapon Running Time / int_d6799152 | type |
Weapon Running Time | |
Weapon Running Time / int_d6799152 | comment |
Harpoon: Missiles and torpedoes move set distances during engagement turns and may take over 10 minutes to reach a target. | |
Weapon Running Time / int_d6799152 | featureApplicability |
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Harpoon (Tabletop Game) | hasFeature |
Weapon Running Time / int_d6799152 | |
Weapon Running Time / int_faea2e0 | type |
Weapon Running Time | |
Weapon Running Time / int_faea2e0 | comment |
In Tomorrow Never Dies, Bond has to get an aircraft clear from an Arms Fair before a Tomahawk hits the place. | |
Weapon Running Time / int_faea2e0 | featureApplicability |
1.0 | |
Weapon Running Time / int_faea2e0 | featureConfidence |
1.0 | |
Tomorrow Never Dies | hasFeature |
Weapon Running Time / int_faea2e0 | |
Weapon Running Time / int_fe94578f | type |
Weapon Running Time | |
Weapon Running Time / int_fe94578f | comment |
Alex Rider: In Eagle Strike, Alex has 90 minutes to stop the nukes launched by Cray. | |
Weapon Running Time / int_fe94578f | featureApplicability |
1.0 | |
Weapon Running Time / int_fe94578f | featureConfidence |
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Alex Rider | hasFeature |
Weapon Running Time / int_fe94578f |
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