History Main / BodyArmorAsHitpoints

28th Aug '17 11:56:46 AM Miracle@StOlaf
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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. Long falls still injure you directly regardless of armor.

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* Many ''Franchise/JamesBond'' FPS games, however ''VideoGame/GoldenEye1997'' plays it very straight by having body armor effectively serve as a second health bar-- good thing, since there's no way to recover damage to your basic HP meter. However ''VideoGame/{{Nightfire}}'' plays with this to a degree: Your armor only protects you from bullets. Long falls still injure you directly regardless of armor.
27th Jul '17 8:08:02 AM MurlocAggroB
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[[folder: Collectible Card Game]]

* In ''VideoGame/{{Hearthstone}}'', armor functions as a second life bar. All damage dealt to your hero is first dealt to your armor total before your actual health. Unlike health, armor doesn't have a cap, meaning you can have hundreds of armor protecting your standard 30 hit points. Most classes don't have access to many armor cards however, limiting it mostly to a signature mechanic of the Warrior and a side mechanic for Druids.
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16th Jul '17 10:24:31 AM kikiandlala
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* Similar to ''VideoGame/GhostsNGoblins'', fellow Capcom game ''VideoGame/BlackTiger'' also has a hero who will die on the next hit once his armor breaks and he's left with just a loincloth. Luckily you get a new suit of armor after finishing a level and you can also buy new suits of armor.
26th Apr '17 7:41:17 AM Malady
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* ''VideoGame/{{League of Legends}}'' features the Cloth Armor and Chain Vest items which avert this trope and reduce damage from physical attacks. However, the Warmog's Armor and the now-defunct Leviathan are breastplates that give a huge chunk of hitpoints.

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* ''VideoGame/{{League of Legends}}'' ''VideoGame/LeagueOfLegends'' features the Cloth Armor and Chain Vest items which avert this trope and reduce damage from physical attacks. However, the Warmog's Armor and the now-defunct Leviathan are breastplates that give a huge chunk of hitpoints.



* In the computer game ''Autoduel'', your vehicle's driver has 3 Hit Points at full health. Body armor can also be bought (or replaced, if damaged) at truck stops, which grants another 3 hit points. Driver health isn't affected until all 3 hit points from body armor are gone. (If 6 HP sounds puny, keep in mind that the damage scale is designed around armed, (usually) heavily armored ''vehicles'' shooting the crap out of each other.)

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* In the computer game ''Autoduel'', ''VideoGame/{{Autoduel}}'', your vehicle's driver has 3 Hit Points at full health. Body armor can also be bought (or replaced, if damaged) at truck stops, which grants another 3 hit points. Driver health isn't affected until all 3 hit points from body armor are gone. (If 6 HP sounds puny, keep in mind that the damage scale is designed around armed, (usually) heavily armored ''vehicles'' shooting the crap out of each other.)



* The Mobile Phone game ''Battleloot Adventure'' has armor increase your max HP instead of your defense stat.

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* The Mobile Phone game ''Battleloot Adventure'' ''VideoGame/BattlelootAdventure'' has armor increase your max HP instead of your defense stat.




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* ''VideoGame/{{Iji}}'': After 100 Armor Points are lost, you lose 1 of your LifePoints.
* ''VideoGame/CubeColossus'': Your LifeMeter is called ''Shields''.
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).
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