History Main / BodyArmorAsHitpoints

23rd Apr '17 10:10:02 AM nombretomado
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* In ''SwordOfTheStars'' all armor techs add to the health of your ships, but they also dramatically increase the chance of physical weapons simply ricocheting off the hull with no damage. Weapons in the 'Polarized Plasmatics' tree are dangerous because they negate that bonus.

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* In ''SwordOfTheStars'' ''VideoGame/SwordOfTheStars'' all armor techs add to the health of your ships, but they also dramatically increase the chance of physical weapons simply ricocheting off the hull with no damage. Weapons in the 'Polarized Plasmatics' tree are dangerous because they negate that bonus.
13th Mar '17 10:16:22 AM Discar
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* Shardplate in ''Literature/TheStormlightArchive'' cracks as it takes damage, with individual pieces shattering if subjected to a lot of punishment. Luckily, it also regrows if provided with {{Mana}}.

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* Shardplate in ''Literature/TheStormlightArchive'' cracks as it takes damage, with individual pieces shattering if subjected to a lot of punishment. Luckily, it also regrows if provided with {{Mana}}.
{{Mana}}. This is made explicit in duels, which are usually fought until a specific number of pieces have shattered.
10th Mar '17 3:55:44 AM jormis29
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* Played with in the early ''VideoGame/RainbowSix'' video games. Without heavy armor, the player character can go down in as little as [[OneHitPointWonder one bullet]], so body armor more or less took over for hit points. The ''Vegas'' sub-series more or less used this too despite the shift to RegeneratingHealth, as wearing heavier armor would allow you to take a bit more damage before dying, at the cost of slower movement and less stamina for sprinting in ''Vegas 2''. ''Siege'' goes for a more standard aversion with separate health and armor counters, the latter of which absorbs damage from the former, and which can't be replenished mid-round.

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* Played with in the early ''VideoGame/RainbowSix'' video games. Without heavy armor, the player character can go down in as little as [[OneHitPointWonder one bullet]], so body armor more or less took over for hit points. The ''Vegas'' sub-series more or less used this too despite the shift to RegeneratingHealth, as wearing heavier armor would allow you to take a bit more damage before dying, at the cost of slower movement and less stamina for sprinting in ''Vegas 2''. ''Siege'' ''[[VideoGame/RainbowSixSiege Siege]]'' goes for a more standard aversion with separate health and armor counters, the latter of which absorbs damage from the former, and which can't be replenished mid-round.
12th Feb '17 9:10:58 AM kikiandlala
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* The hybrid turn-based strategy/real-time tactics/roleplaying game, ''VideoGame/KingArthurTheRolePlayingWargame'' adds this specifically to the hero/commander units, including your Knights of The Round Table. When they get armour, they only get a bonus to hit points (though usually a huge amount). However the armour stat (which heroes lack) for normal units, provides damage reduction. This is done, to make non-elite normal units a somewhat viable threat to heroes.

31st Jan '17 11:49:19 AM Kadorhal
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** ''Unreal'', ''VideoGame/UnrealTournament'' and ''VideoGame/UnrealTournamentIII'' zig-zag this depending on the armor type. For the latter two in particular, different armor gives different amounts of damage absorption - thigh pads and ''III''[='=]s helmet protect from 50% damage (and, in the latter case, making you immune to a single [[BoomHeadshot headshot]]). Armor vests absorb 75% of damage taken. The shield belt, however, will absorb ''all'' damage taken until it's knocked out.

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** ''Unreal'', ''VideoGame/UnrealTournament'' and ''VideoGame/UnrealTournamentIII'' zig-zag this depending on the armor type. For the latter two in particular, different armor gives different amounts of damage absorption - thigh pads and ''III''[='=]s helmet protect from 50% damage (and, in the latter case, making you immune to a single [[BoomHeadshot headshot]]). Armor vests absorb 75% of damage taken. The shield belt, however, will absorb ''all'' damage taken until it's knocked out.out (and sits on top of the regular armor in the original ''Unreal'').
30th Jan '17 4:14:18 PM Kadorhal
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In the context of some video games, sometimes body armor just provides a bonus to the owner's maximum HitPoints. Rather than add any kind of specific protection to certain attacks, a character wearing body armor will just gradually have it chipped away whenever they are hit, in the same manner as their usual HitPoints. If enough damage is sustained, the extra body armor may [[BreakableWeapons simply vanish]].

It is [[InformedEquipment not usually visible on a character]], and acquiring it puts the object to use instantaneously, so the player character is never seen discarding it. This trope is, obviously, not particularly realistic. Ironically, it became popular with many "realistic" shooters because putting on body armor seemed a more plausible way of improving a character's HitPoints than having them [[HealThyself grab a first aid kit]] in the middle of a firefight. Generally [[AcceptableBreaksFromReality necessary for the sake of game mechanics]], although this is less true today than it was ten years ago.

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In the context of some video games, sometimes body armor just provides a bonus to the owner's maximum HitPoints. Rather than add any kind of specific protection to certain attacks, a character wearing body armor will just gradually have it chipped away whenever they are hit, in the same manner as their usual HitPoints.hit points. If enough damage is sustained, the extra body armor may [[BreakableWeapons simply vanish]].

It is [[InformedEquipment not usually visible on a character]], and acquiring it puts the object to use instantaneously, so the player character is never seen discarding it. This trope is, obviously, not particularly realistic. Ironically, it became popular with many "realistic" shooters because putting on body armor seemed a more plausible way of improving a character's HitPoints hit points than having them [[HealThyself grab a first aid kit]] and immediately gain the benefits from using one in the middle of a firefight. Generally [[AcceptableBreaksFromReality necessary for the sake of game mechanics]], although this is less true today than it was ten years ago.



* ''{{VideoGame/Doom}}'' was the TropeCodifier for first-person shooters. Body armor came in 2 varieties, with blue armor having higher durability and absorbing a higher percentage of damage, compared to green armor. There were also "armor bonus" items that could repair your current armor (and bring it above 100% in the case of green armor), while picking up a some armor bonuses while unarmored [[FridgeLogic gave you a few points worth of green armor.]]

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* ''{{VideoGame/Doom}}'' was the TropeCodifier for first-person shooters. Body armor came in 2 varieties, with blue armor having higher durability and absorbing a higher percentage of damage, damage (one-half of all damage), compared to green armor.armor (which only absorbed one-third). There were also "armor bonus" items that could repair your current armor (and bring it above 100% in the case of green armor), while picking up a some armor bonuses while unarmored [[FridgeLogic gave you a few points worth of green armor.]]



* ''Franchise/{{Halo}}'', using the recharging DeflectorShields version of this. By ''VideoGame/{{Halo 2}}'' they more or less combined the shields [[RegeneratingHealth with health]], though games that don't have you play as a SPARTAN (''VideoGame/Halo3ODST'') or set before the original game (''VideoGame/HaloReach'') go back to the old mechanics.

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* ''Franchise/{{Halo}}'', using the recharging DeflectorShields version of this. By ''VideoGame/{{Halo 2}}'' they more or less combined the shields [[RegeneratingHealth with health]], though games that don't have you play as a SPARTAN (''VideoGame/Halo3ODST'') or are set before the original game (''VideoGame/HaloReach'') go back to the old mechanics.



* Played straight in ''[[VideoGame/UnrealTournament2004 Unreal Tournament 2003]]'', which completely abstracts armour as a floaty yellow shield icon when not equipped, and otherwise as a number that will go down instead of your health when you're hit. The game plays this so straight, in fact, that you can shield yourself from ''falling damage'' with the Shield Gun's namesake SecondaryFire.

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* Played straight in ''[[VideoGame/UnrealTournament2004 Unreal Tournament 2003]]'', which completely abstracts armour as a floaty yellow shield icon when not equipped, and otherwise as a number that will go down instead of your health when you're hit. The game plays this so straight, in fact, that you can shield yourself from ''falling damage'' with the Shield Gun's namesake SecondaryFire.SecondaryFire has a variation, where damage up to 100 points will be completely negated by the shield (anything above that, like a fully-charged [=BioRifle=] shot, will damage you as normal), except for falling damage which is only slightly cushioned (how this even works is best not discussed).
30th Jan '17 3:41:54 PM Kadorhal
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* Played with in the early ''VideoGame/RainbowSix'' video games. Without heavy armor, the player character can go down in as little as [[OneHitPointWonder one bullet]], so body armor more or less took over for hit points.
** In Siege, your health is also the amount of armor you have left.
* ''Franchise/{{Halo}}'' using the recharging DeflectorShields version of this.

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* Played with in the early ''VideoGame/RainbowSix'' video games. Without heavy armor, the player character can go down in as little as [[OneHitPointWonder one bullet]], so body armor more or less took over for hit points.
** In Siege, your
points. The ''Vegas'' sub-series more or less used this too despite the shift to RegeneratingHealth, as wearing heavier armor would allow you to take a bit more damage before dying, at the cost of slower movement and less stamina for sprinting in ''Vegas 2''. ''Siege'' goes for a more standard aversion with separate health is also the amount of and armor you have left.
counters, the latter of which absorbs damage from the former, and which can't be replenished mid-round.
* ''Franchise/{{Halo}}'' ''Franchise/{{Halo}}'', using the recharging DeflectorShields version of this.this. By ''VideoGame/{{Halo 2}}'' they more or less combined the shields [[RegeneratingHealth with health]], though games that don't have you play as a SPARTAN (''VideoGame/Halo3ODST'') or set before the original game (''VideoGame/HaloReach'') go back to the old mechanics.



** ''Unreal'', ''VideoGame/UnrealTournament'' and ''VideoGame/UnrealTournamentIII'' also effectively played it straight. Although damage for most types of armour is divided between the armour and health, unless you were already heavily damaged when picking up a piece of armour, the armour will always be gone well before your health hits zero. ''[=UT2004=]'', despite keeping the abstraction from ''2003'', used a similar approach.

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** ''Unreal'', ''VideoGame/UnrealTournament'' and ''VideoGame/UnrealTournamentIII'' also effectively played it straight. Although zig-zag this depending on the armor type. For the latter two in particular, different armor gives different amounts of damage for most types of armour is divided between absorption - thigh pads and ''III''[='=]s helmet protect from 50% damage (and, in the armour and health, unless latter case, making you were already heavily damaged when picking up immune to a piece single [[BoomHeadshot headshot]]). Armor vests absorb 75% of armour, the armour damage taken. The shield belt, however, will always be gone well before your health hits zero. ''[=UT2004=]'', despite keeping absorb ''all'' damage taken until it's knocked out.
** ''[=UT2004=]'' has
the same abstraction from of armor as ''2003'', used but nevertheless plays this in an interestingly-different manner, closer to the other games. Although the HUD only has a similar approach.single armor counter, the regular shield and super shield pickups stack separately (hence it's impossible to, for instance, get above 50 shields just by picking up regular shield packs) and apply different amounts of protection. The super shield absorbs damage first, taking away 75% damage dealt to you, then once it's gone the regular shield kicks in for 50% damage reduction until it's done too. If you have both, you get 100% damage absorption as long as the combined total is above 100 points - conversely, when the super shield is depleted, a glitch causes any damage over that to [[ArmorPiercingAttack apply directly to your health]] rather than being absorbed less-efficiently by the regular shield.



* ''VideoGame/CommandAndConquerRenegade'' also used it. Even vehicles have both types of hitpoints, but the armor is taken off first. This makes some sense for the Mammoth Tank since it ties in with their self-repair (which only affects normal health, allowing it to recover to 50% just like in the original game).

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* ''VideoGame/CommandAndConquerRenegade'' also used it.it, though the tutorial interestingly tries to claim otherwise when the demonstration on taking damage has both your health and armor take damage from a single shot (which doesn't happen at all in the regular game). Even vehicles have both types of hitpoints, but the armor is taken off first. This makes some sense for the Mammoth Tank since it ties in with their self-repair (which only affects normal health, allowing it to recover to 50% just like in the original game).



* ''VideoGame/PAYDAY2'' plays this straight. Even standing in a cloud of tear gas will damage your armor before it starts eating into your health. Hell, armor will even absorb damage from a one-story fall (used to be a specific skill, now a regular part of gameplay as of the skill rebalance), though if you fall ''too'' far you do get incapacitated and need to be helped up. On top of that, with the exception of taking a bullet from a Sniper, any damage over that which causes your armor to break will be completely negated.



* In ''VideoGame/{{ESWAT}}'' (arcade version), you lose pieces of PoweredArmor when you take a hit.
* In ''[[VideoGame/GhostsNGoblins Ghosts 'n Goblins]]'' and it's sequels, Arthur's ''only'' means of protection is the suit of armor he's wearing. Take one hit and he's reduced to his undies. Take another, well you lose the only armor keeping ''him'' together, and [[StrippedToTheBone he's a pile of bones]].

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* In ''VideoGame/{{ESWAT}}'' (arcade version), you lose pieces of your PoweredArmor when you take a hit.
* In ''[[VideoGame/GhostsNGoblins Ghosts 'n Goblins]]'' ''VideoGame/GhostsNGoblins'' and it's its sequels, Arthur's ''only'' means of protection is the suit of armor he's wearing. Take one hit and he's reduced to his undies. Take another, well you lose the only armor keeping ''him'' together, and [[StrippedToTheBone he's a pile of bones]].
26th Jan '17 2:45:13 AM Kadorhal
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* Many ''Franchise/JamesBond'' FPS games, however ''VideoGame/{{Nightfire}}'' plays with this to a degree: Your armor only protects you from bullets. When you fall from a great height, your bio stats decrease.

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* Many ''Franchise/JamesBond'' FPS games, however ''VideoGame/{{Nightfire}}'' plays with this to a degree: Your armor only protects you from bullets. When Long falls still injure you fall from a great height, your bio stats decrease.directly regardless of armor.



** In ''VideoGame/PerfectDarkZero'', body armor will mitigate the effect of being shot, although it will still undergo CriticalExistenceFailure and stop working, and is useless against melee. This actually makes sense, as kevlar vests in real life are designed to absorb bullet impact, and do nothing against a knife or club.
* The second ''[[VideoGame/FirstEncounterAssaultRecon FEAR]]'' game.
* Played with in the early ''VideoGame/RainbowSix'' video games. Without heavy armor, the player character can go down in as little as [[OneHitPointWonder one bullet]].

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** In ''VideoGame/PerfectDarkZero'', ''Perfect Dark Zero'', body armor will mitigate the effect of being shot, although it will still undergo CriticalExistenceFailure and stop working, and is useless against melee. This actually makes sense, as kevlar vests in real life are designed to absorb bullet impact, and do nothing against a knife or club.
* The second ''[[VideoGame/FirstEncounterAssaultRecon FEAR]]'' game.
game plays this straight, after the first game averted it with an entire system for determining each weapon's armor-piercing capabilities.
* Played with in the early ''VideoGame/RainbowSix'' video games. Without heavy armor, the player character can go down in as little as [[OneHitPointWonder one bullet]].bullet]], so body armor more or less took over for hit points.



* Played straight in ''[[VideoGame/UnrealTournament2004 Unreal Tournament 2003]]'', which completely abstracts armour as a floaty yellow shield icon when not equipped, and otherwise as a number that will go down instead of your health when you're hit.
** ''Unreal'', ''VideoGame/UnrealTournament'' and ''VideoGame/UnrealTournamentIII'' also effectively played it straight. Although damage for most types of armour is divided between the armour and health, unless you were already heavily damaged when picking up a piece of armour, the armour will always be gone well before your health hits zero. The 2004 edition used a similar approach, only with the abstraction from 2003 in place.
** ''VideoGame/UnrealIITheAwakening'' has an interesting aversion, where the level of your shields affected their effectiveness. At full shields they'd absorb 100% of any damage you took, but below 90% or so you started taking partial damage to your health with the shields only absorbing a percentage of total damage, which got lower and lower as your shields dropped (i.e. at 50% shield strength your shields would absorb less than half of the damage of a hit). It's not uncommon to die with with your shields still at 33% or more.

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* Played straight in ''[[VideoGame/UnrealTournament2004 Unreal Tournament 2003]]'', which completely abstracts armour as a floaty yellow shield icon when not equipped, and otherwise as a number that will go down instead of your health when you're hit.
hit. The game plays this so straight, in fact, that you can shield yourself from ''falling damage'' with the Shield Gun's namesake SecondaryFire.
** ''Unreal'', ''VideoGame/UnrealTournament'' and ''VideoGame/UnrealTournamentIII'' also effectively played it straight. Although damage for most types of armour is divided between the armour and health, unless you were already heavily damaged when picking up a piece of armour, the armour will always be gone well before your health hits zero. The 2004 edition used a similar approach, only with ''[=UT2004=]'', despite keeping the abstraction from 2003 in place.
''2003'', used a similar approach.
** ''VideoGame/UnrealIITheAwakening'' has an interesting aversion, where the level of your shields affected their effectiveness. At full shields they'd absorb 100% of any damage you took, but below 90% or so you started taking partial damage to your health with the shields only absorbing a percentage of total damage, which got lower and lower as your shields dropped (i.e. at 50% shield strength your shields would absorb less than half of the damage of a hit). It's not uncommon uncommon, assuming you grab no health or armor pickups over the course of a level, to die with with your shields still at 33% or more.
16th Oct '16 9:43:54 AM nombretomado
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* ''FinalFantasyTactics'' has no defense stat. Instead, armor just increases HP. Since an increase of 5 HP per level is considered extremely high, it's vital to make sure you have quality armor.

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* ''FinalFantasyTactics'' ''VideoGame/FinalFantasyTactics'' has no defense stat. Instead, armor just increases HP. Since an increase of 5 HP per level is considered extremely high, it's vital to make sure you have quality armor.
3rd Aug '16 1:32:54 PM UmbrellasWereAwesome
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* The shields from ''Franchise/{{Halo}}''.

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* The shields from ''Franchise/{{Halo}}''.''Franchise/{{Halo}}'' using the recharging DeflectorShields version of this.
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