History Main / BodyArmorAsHitpoints

21st Jan '18 1:03:26 AM Kadorhal
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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 (200 points) and absorbing a higher percentage of damage (one-half of all damage), compared to green armor (which only had 100 points and absorbed one-third of all damage). There were also "armor bonuses" that gave you a single point of armor per pickup, [[FridgeLogic giving you the effects of green armor if you didn't have any already]] and otherwise allowing you to repair armor without having to replace it entirely, and to bring green armor past 100 points. This added some tactical thinking to a game [[ShallowParody "famous" nowadays]] for [[UltraSuperDeathGoreFestChainsawer3000 not really requiring tactical thinking]], where grabbing a full green armor pickup would overall be less efficient than sticking with blue armor brought down to around 75% and relying on piddling amounts of armor bonuses to keep it active.
* Many ''Franchise/JamesBond'' FPS games, ''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. The "Classic" modes in ''VideoGame/GoldenEyeWii'' and ''VideoGame/DoubleOhSevenLegends'' do this as well to CallBack to the original game's system. 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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* ''{{VideoGame/Doom}}'' was the TropeCodifier for first-person shooters. Body armor came in 2 varieties, with blue green security armor having higher durability (200 points) and absorbing a higher percentage of damage (one-half of all damage), compared to green armor (which only had 100 points and absorbed absorbing one-third of all damage).damage, while blue "megaarmor" comes with 200 points and absorbing one-half of all damage. There were also "armor bonuses" that gave you a single point of armor per pickup, [[FridgeLogic giving you the effects of green armor if you didn't have any already]] and otherwise allowing you to repair armor without having to replace it entirely, and to bring green armor past 100 points. This added some tactical thinking to a game [[ShallowParody "famous" nowadays]] for [[UltraSuperDeathGoreFestChainsawer3000 not really requiring tactical thinking]], where grabbing a full green armor pickup would overall be less efficient than sticking with blue armor brought down to around 75% and relying on piddling amounts of armor bonuses to keep it active.
active until you can find another blue vest.
** ''VideoGame/{{Doom 3}}'' handles armor more or less the same way as the classic games, though with only one type of armor coming in full vests that now give you and max out at 125 points, and "armor shards" to repair 5 points per pickup, apparently absorbing about one-third of all damage again like the classic games' normal green armor and the amount of damage enemies actually deal depending on the difficulty (Recruit reducing it by 40% while Veteran increases it by 70% and [[HarderThanHard Nightmare]] by ''200%''). Problem is, though, the damage absorption your armor provides is so ''low'' that even on Marine difficulty, where the damage is normalized, [[ArmorIsUseless you're really better off not bothering]] - at a full 100 health and 125 armor, getting hit enough to bring the armor down to just above 100 is enough to drop your health to ''below 50''.
* Many ''Franchise/JamesBond'' FPS games, games. ''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. The "Classic" modes in ''VideoGame/GoldenEyeWii'' and ''VideoGame/DoubleOhSevenLegends'' do this as well to CallBack to the original game's system. 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.



* ''[[VideoGame/FirstEncounterAssaultRecon FEAR]]'' has an entire system for determining each weapon's armor-piercing capabilities, with standouts across the board being the HV Penetrator (with the highest penetration among normal weapons) and the VK-12 shotgun (with the lowest penetration, though dealing so much damage that it was just as good simply through brute force). The second game plays this almost entirely straight, however, with only the successor to the Penetrator and ghosts being able to damage you through armor.

to:

* ''[[VideoGame/FirstEncounterAssaultRecon FEAR]]'' has an entire system for determining each weapon's armor-piercing capabilities, with standouts across the board being the HV Penetrator (with the highest penetration among normal weapons) and the VK-12 shotgun (with the lowest penetration, though dealing so much damage that it was just as good simply through brute force). The second game plays this almost entirely straight, however, with only the successor to the Penetrator and ghosts being able to damage you through armor.armor, after which the third game removed armor entirely to focus on full RegeneratingHealth.



** 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, in ''Vegas 2'', less stamina for sprinting.
** ''[[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. Each of the three different classes of armor absorb different percentages of damage at the expense of speed; light armor absorbs no extra damage but incurs no speed penalty, while medium armor absorbs 10% for a slight speed penalty and heavy armor absorbs 20% for a more noticeable speed penalty. The defending operator Rook can also place a bag of armor plates for teammates to upgrade their armor with another 20% damage reduction without slowing them down as well as guaranteeing the operator in question will only be downed upon having their health depleted, with one caveat that applies to all damage calculations - [[BoomHeadshot headshots are always fatal]].
* ''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.

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** The ''Vegas'' sub-series more or less used this too. 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, in ''Vegas 2'', less stamina for sprinting.
** ''[[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. Each of the three different classes of armor absorb different percentages of damage at the expense of speed; light armor absorbs no extra damage but incurs no speed penalty, while medium armor absorbs 10% for a slight speed penalty and heavy armor absorbs 20% for a more noticeable speed penalty. The defending operator Rook can also place a bag of armor plates for teammates to upgrade their armor with another 20% damage reduction without slowing them down as well as guaranteeing the operator in question will only be downed upon having their health depleted, with one caveat that that, as it has from the beginning, applies to all damage calculations - [[BoomHeadshot headshots headshots]] are [[ChunkySalsaRule always fatal]].
* ''Franchise/{{Halo}}'', using the recharging DeflectorShields version of this. this [[RegeneratingShieldStaticHealth on top of a static health bar]]. By ''VideoGame/{{Halo 2}}'' they more or less combined the shields [[RegeneratingHealth with health]], health]] (explained as the introduction of "automated biofoam injectors" in the Master Chief's newer armor that automatically heal him while his shields are up), though games that don't have you play as a SPARTAN (''VideoGame/Halo3ODST'') or are set before the original game introduction of the armor in ''2'' (''VideoGame/HaloReach'') go back to the old mechanics.



* ''VideoGame/CommandAndConquerRenegade''[='=]s tutorial interestingly tries to claim that this trope is not in effect, on top of ArbitraryGunPower, where the health demonstration shows you taking 75% damage from a dinky pistol shot, then 50% health and 50% armor damage from a second shot after healing up and grabbing armor; in the actual game, though, this is played perfectly straight, where falling damage (in the few places it's applicable) or getting [[CarFu run over by a vehicle]] are the only ways to damage you through armor. 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''[='=]s tutorial interestingly tries to claim that this trope is not in effect, on top of ArbitraryGunPower, where the health demonstration shows you taking 75% damage from a dinky pistol shot, then 50% health and 50% armor damage from a second shot after healing up and grabbing armor; in the actual game, though, this is played perfectly straight, where falling damage (in the few places it's applicable) or getting [[CarFu run over by a vehicle]] are the only ways to damage you through armor. 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 the self-repair ability they've traditionally had since [[VideoGame/CommandAndConquerTiberianDawn the original game]] (which only affects normal health, health in this game, allowing it to recover to 50% total just like in the original game).
11th Jan '18 6:02:37 PM Kadorhal
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* ''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 with the 100th update), 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. Some perk decks play around with this, particularly the Anarchist, which converts most of your health [[GlassCannon into even more armor]], while the Stoic inverts this by converting your armor into more health.

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* ''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 with the 100th update), though if you fall ''too'' far you do get incapacitated and need to be helped up. On top of that, with the exception of [[ArmorPiercingAttack taking a bullet from a Sniper, Sniper]], any damage over that which causes your armor to break and would otherwise be applied to your health underneath will be completely negated. Some perk decks play around with this, particularly such as the Anarchist, which converts Anarchist deck converting most of your health [[GlassCannon into even more armor]], and the Kingpin using a unique injector that lets you refill your health from any damage you take to your armor while it's in effect. The Stoic, however, is a particularly amusing inversion, since using that perk deck applies a flat 75% damage reduction... but one of the Stoic inverts this by converting deck's effects literally converts all your armor into more health.



** ''VideoGame/KillingFloor2'' invokes the trope again as both an active skill for the SWAT perk and a passive bonus for the Survivalist, but otherwise goes for a different system where armor decreases in effectiveness as it's damaged; anywhere above 75 points, all damage sources (save Siren screams and falls) have 75% of their damage absorbed by the armor, decreasing to 65% absorption from 74 to 51 armor points, then 55% absorption when armor drops to 50 points or lower until it's gone.
* ''VideoGame/{{Postal}} 2'' comes pretty close, with armor absorbing 80% of all damage coming your way while worn, with the only difference in the two pickups being how durable they are (regular kevlar vests as worn by SWAT give 100 armor maximum, silicon-carbide vests like the National Guard wear give 200). This more or less accidentally makes it look [[ArmorIsUseless less useful than it appears]], if only because the damage absorption and [[EverythingTryingToKillYou the number of people dishing out damage in your general direction]] means that it doesn't last very long, and it's much harder to replenish armor than it is to just [[HyperactiveMetabolism scarf down some food]] to heal yourself.

to:

** ''VideoGame/KillingFloor2'' invokes the trope again as both an active skill for the SWAT perk and a passive bonus for the Survivalist, but otherwise goes for a different system where armor decreases in effectiveness as it's damaged; anywhere above 75 points, all damage sources (save (save, again, Siren screams and long falls) have 75% of their damage absorbed by the armor, decreasing to 65% absorption from 74 to 51 armor points, then 55% absorption when armor drops to 50 points or lower until it's gone.
* ''VideoGame/{{Postal}} 2'' comes pretty close, with armor absorbing 80% of all damage coming your way while worn, with the only difference in the two pickups being how durable they are (regular kevlar vests as worn by SWAT give 100 armor maximum, silicon-carbide vests like the National Guard wear give 200). This more or less accidentally makes it look [[ArmorIsUseless less useful than it appears]], if only because the damage absorption and [[EverythingTryingToKillYou the number of people dishing out damage in your general direction]] means that it doesn't last very long, and though armor can be directly purchased in some instances, it's ultimately much harder to replenish armor than it is to just [[HyperactiveMetabolism scarf down some food]] to heal yourself.
11th Jan '18 12:28:42 AM LucaEarlgrey
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* Since ''VideoGame/ShinMegamiTenseiIV'' and ''VideoGame/ShinMegamiTenseiIVApocalypse'' lack defense stats, torso equipment is defined by how much bonus HP it provides (alongside changing elemental affinities).

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* Since ''VideoGame/ShinMegamiTenseiIV'' and ''VideoGame/ShinMegamiTenseiIVApocalypse'' lack defense stats, torso equipment armor in these games is defined by how much bonus HP it provides (alongside changing elemental affinities).
11th Jan '18 12:28:17 AM LucaEarlgrey
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* Since ''VideoGame/ShinMegamiTenseiIV'' and ''VideoGame/ShinMegamiTenseiIVApocalypse'' lack defense stats, torso equipment is defined by how much bonus HP it provides (alongside changing elemental affinities).
9th Jan '18 4:10:27 PM Kadorhal
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* ''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.

to:

* ''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), rebalance with the 100th update), 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. Some perk decks play around with this, particularly the Anarchist, which converts most of your health [[GlassCannon into even more armor]], while the Stoic inverts this by converting your armor into more health.
20th Nov '17 12:53:57 PM thatother1dude
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* ''VideoGame/{{Overwatch}}'' has armor as a type of health, represented by yellow pips on the health bar. Damage taken is reduced by up to 5 points per hit as long as there's at least one point of armor. Bastion, Winston, D.Va and Reinhardt spawn with armor, and Torbjörn can create armor packs to give his allies armor.

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* ''VideoGame/{{Overwatch}}'' has armor as a type of health, represented by yellow pips on the health bar. Damage taken is reduced by up to 5 points per hit (or 50% for attacks that do less than 10 damage) as long as there's at least one point of armor. Bastion, Winston, D.Va and Reinhardt spawn with armor, and Torbjörn can create armor packs to give his allies armor.
13th Nov '17 8:20:20 AM Kadorhal
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* ''VideoGame/CallOfDuty: VideoGame/ModernWarfare 3'' plays this straight, though slightly differently depending on the mode. The Ballistic Vests pointstreak in multiplayer adds a flat 50 points to your RegeneratingHealth, with the caveat that once you've been brought down below the extra health it applies, it's gone until you grab another vest. Special Ops Survival instead has an actual separate counter for body armor, which provides 250 points worth of protection but has to be repaired or replaced by purchasing a new vest from the equipment armory between waves; until that armor is gone, none of the damage you take will go to your actual health.
12th Nov '17 11:06:14 AM Kadorhal
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* ''VideoGame/{{Postal}} 2'' comes pretty close, with armor absorbing 80% of all damage coming your way while worn, with the only difference in the two pickups being how durable they are (regular kevlar vests as worn by SWAT give 100 armor maximum, silicon-carbide vests like the National Guard wear give 200). This more or less accidentally makes it look [[BodyArmorIsUseless less useful than it appears]], if only because the damage absorption and [[EverythingTryingToKillYou the number of people dishing out damage in your general direction]] means that it doesn't last very long, and it's much harder to replenish armor than it is to just [[HyperactiveMetabolism scarf down some food]] to heal yourself.

to:

* ''VideoGame/{{Postal}} 2'' comes pretty close, with armor absorbing 80% of all damage coming your way while worn, with the only difference in the two pickups being how durable they are (regular kevlar vests as worn by SWAT give 100 armor maximum, silicon-carbide vests like the National Guard wear give 200). This more or less accidentally makes it look [[BodyArmorIsUseless [[ArmorIsUseless less useful than it appears]], if only because the damage absorption and [[EverythingTryingToKillYou the number of people dishing out damage in your general direction]] means that it doesn't last very long, and it's much harder to replenish armor than it is to just [[HyperactiveMetabolism scarf down some food]] to heal yourself.
12th Nov '17 10:55:47 AM Kadorhal
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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 (one-half of all damage), compared to green armor (which only absorbed one-third); this added some tactical thinking to a game [[ShallowParody "famous" nowadays]] for [[UltraSuperDeathGoreFestChainsawer3000 not really requiring tactical thinking]], where grabbing a full green armor pickup would overall be less efficient than sticking with blue armor brought down to around 75%. There were also "armor bonus" items that could repair your current armor (and bring it above 100% in the case of green armor), which interestingly could be picked up if you didn't have armor, [[FridgeLogic which gave you a point worth of green armor per pickup.]]
* Many ''Franchise/JamesBond'' FPS games, ''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. The "Classic" modes in ''VideoGame/GoldenEyeWii'' and ''VideoGame/DoubleOhSevenLegends'' do this as well to CallBack to the original game's system. 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.

to:

* ''{{VideoGame/Doom}}'' was the TropeCodifier for first-person shooters. Body armor came in 2 varieties, with blue armor having higher durability (200 points) and absorbing a higher percentage of damage (one-half of all damage), compared to green armor (which only had 100 points and absorbed one-third); this one-third of all damage). There were also "armor bonuses" that gave you a single point of armor per pickup, [[FridgeLogic giving you the effects of green armor if you didn't have any already]] and otherwise allowing you to repair armor without having to replace it entirely, and to bring green armor past 100 points. This added some tactical thinking to a game [[ShallowParody "famous" nowadays]] for [[UltraSuperDeathGoreFestChainsawer3000 not really requiring tactical thinking]], where grabbing a full green armor pickup would overall be less efficient than sticking with blue armor brought down to around 75%. There were also "armor bonus" items that could repair your current 75% and relying on piddling amounts of armor (and bring bonuses to keep it above 100% in the case of green armor), which interestingly could be picked up if you didn't have armor, [[FridgeLogic which gave you a point worth of green armor per pickup.]]
active.
* Many ''Franchise/JamesBond'' FPS games, ''VideoGame/GoldenEye1997'' plays it very straight by having body armor effectively serve as a second health bar-- bar -- good thing, since there's no way to recover damage to your basic HP meter. The "Classic" modes in ''VideoGame/GoldenEyeWii'' and ''VideoGame/DoubleOhSevenLegends'' do this as well to CallBack to the original game's system. 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.



** ''[[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. Each of the three different classes of armor absorb different percentages of armor at the expense of a speed penalty; light armor absorbs no damage but incurs no penalty, while medium armor absorbs 10% for a slight speed penalty and heavy armor absorbs 20% for a more noticeable speed penalty. The defending operator Rook can also place a bag of armor plates for teammates to upgrade their armor with another 20% damage reduction without incurring a speed penalty, as well as guaranteeing the operator in question will only be downed upon having their health depleted, with one caveat that applies to all damage calculations - [[BoomHeadshot headshots are always fatal]].

to:

** ''[[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. Each of the three different classes of armor absorb different percentages of armor damage at the expense of a speed penalty; speed; light armor absorbs no extra damage but incurs no speed penalty, while medium armor absorbs 10% for a slight speed penalty and heavy armor absorbs 20% for a more noticeable speed penalty. The defending operator Rook can also place a bag of armor plates for teammates to upgrade their armor with another 20% damage reduction without incurring a speed penalty, slowing them down as well as guaranteeing the operator in question will only be downed upon having their health depleted, with one caveat that applies to all damage calculations - [[BoomHeadshot headshots are always fatal]].



* ''VideoGame/HalfLife'', and the infamous HEV suit. Power in the HEV suit works like actual armor. Minor things will just chip away the power, but bullets will still take off HP.

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* ''VideoGame/HalfLife'', and the infamous HEV suit. Power in the HEV suit, which is something of a combination of, well, a hazardous environment suit works like actual armor. Minor and body armor - minor things like steam, electrified water and the like will just chip away the power, but bullets will still take off HP.



** ''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 (and sits on top of the regular armor in the original ''Unreal'', rather than replacing it entirely in the latter two).
** ''[=UT2004=]'' has the same abstraction of armor as ''2003'', but nevertheless plays this in an interestingly-different manner, closer to the other games. Although the HUD only has a single armor counter, the regular shield and super shield pickups stack separately (hence to get a full 150 shields you need one of both pickups, and can't get it by just picking up three regular shields) 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 of the damage over that which knocked it out to [[ArmorPiercingAttack apply directly to your health]] rather than being absorbed less-efficiently by the regular shield.

to:

** ''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. ''[=UT99=]''[='=]s first Bonus Pack also includes a "Defense" relic that can be added to games, which provides another 60% damage absorption over anything that armor doesn't absorb. The different armors all stack separately, as well, despite the total amount of armor points being abstracted as one number, thus requiring new pickups for all your armor types to fully replenish it - ''Unreal'' and ''UT'' allow for a combined 150 armor points (50 from the respective Assault Vest and Thigh Pads, and 100 from the Kevlar Suit and Armor Vest), while ''[=UT3=]'' allows a combined 100 (20 from a helmet, 30 from thigh pads, and 50 from armor). The shield belt, however, will absorb ''all'' damage taken until it's knocked out (and sits - and, in ''Unreal'' and ''[=UT3=]'', it stacks separately on top of the regular armor in the original ''Unreal'', rather than replacing it entirely in the latter two).
armor.
** ''[=UT2004=]'' has the same abstraction of armor as ''2003'', but nevertheless plays this in an interestingly-different manner, closer to the other games. manner than ''2003''. Although the HUD only has a single armor counter, like in the other games, the regular shield and super shield pickups actually stack separately (hence separately, requiring one of each pickup to get reach a full 150 shields you need one of both pickups, and can't get it by just picking up three regular shields) armor, 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 of the damage over that which knocked it out to [[ArmorPiercingAttack apply directly to your health]] rather than being absorbed less-efficiently by the regular shield.



* ''VideoGame/KillingFloor'' allows this as a special ability of the Field Medic, who will absorb 100% of all damage dealt to him to his armor. Otherwise, body armor absorbs 77% of all damage dealt with a few exceptions: Bloat bile and ambient fires are completely absorbed by armor, Husk fireballs have 99% of their damage absorbed, and long falls or Siren screams bypass armor entirely. ''VideoGame/KillingFloor2'' allows for the trope to be played straight again with an active skill for the SWAT perk or a passive bonus for the Survivalist, but otherwise goes for a different system where armor absorbs 75% of damage from all damage sources, save Siren screams or falls, decreasing to 65% absorption at around 74 armor points then 55% at 50 points or lower.

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* ''VideoGame/KillingFloor'' ''VideoGame/KillingFloor'':
** The first game
allows this as a special ability of the Field Medic, who will absorb 100% of all damage dealt to him to his armor. Otherwise, body armor absorbs 77% of all damage dealt with a few exceptions: Bloat bile and ambient fires are completely absorbed by armor, Husk fireballs have 99% of their damage absorbed, and long falls or Siren screams bypass armor entirely. entirely.
**
''VideoGame/KillingFloor2'' allows for invokes the trope to be played straight again with as both an active skill for the SWAT perk or and a passive bonus for the Survivalist, but otherwise goes for a different system where armor absorbs 75% of damage from decreases in effectiveness as it's damaged; anywhere above 75 points, all damage sources, save sources (save Siren screams or falls, and falls) have 75% of their damage absorbed by the armor, decreasing to 65% absorption at around from 74 to 51 armor points points, then 55% at absorption when armor drops to 50 points or lower.lower until it's gone.
* ''VideoGame/{{Postal}} 2'' comes pretty close, with armor absorbing 80% of all damage coming your way while worn, with the only difference in the two pickups being how durable they are (regular kevlar vests as worn by SWAT give 100 armor maximum, silicon-carbide vests like the National Guard wear give 200). This more or less accidentally makes it look [[BodyArmorIsUseless less useful than it appears]], if only because the damage absorption and [[EverythingTryingToKillYou the number of people dishing out damage in your general direction]] means that it doesn't last very long, and it's much harder to replenish armor than it is to just [[HyperactiveMetabolism scarf down some food]] to heal yourself.
6th Nov '17 6:58:04 AM Kadorhal
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* ''[[VideoGame/FirstEncounterAssaultRecon FEAR]]'' has an entire system for determining each weapons' armor-piercing capabilities, with standouts across the board being the HV Penetrator (with the highest penetration among normal weapons) and the VK-12 shotgun (with the lowest penetration, though dealing so much damage that it was just as good simply through brute force). The second game plays this almost entirely straight, however, with only the successor to the Penetrator and ghosts being able to damage you through armor.
* 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''. ''[[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.

to:

* ''[[VideoGame/FirstEncounterAssaultRecon FEAR]]'' has an entire system for determining each weapons' weapon's armor-piercing capabilities, with standouts across the board being the HV Penetrator (with the highest penetration among normal weapons) and the VK-12 shotgun (with the lowest penetration, though dealing so much damage that it was just as good simply through brute force). The second game plays this almost entirely straight, however, with only the successor to the Penetrator and ghosts being able to damage you through armor.
* Played with in the early ''VideoGame/RainbowSix'' video series:
** Played with in the early
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. points.
**
The ''Vegas'' sub-series more or less used this too 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 and, in ''Vegas 2''. 2'', less stamina for sprinting.
**
''[[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.mid-round. Each of the three different classes of armor absorb different percentages of armor at the expense of a speed penalty; light armor absorbs no damage but incurs no penalty, while medium armor absorbs 10% for a slight speed penalty and heavy armor absorbs 20% for a more noticeable speed penalty. The defending operator Rook can also place a bag of armor plates for teammates to upgrade their armor with another 20% damage reduction without incurring a speed penalty, as well as guaranteeing the operator in question will only be downed upon having their health depleted, with one caveat that applies to all damage calculations - [[BoomHeadshot headshots are always fatal]].



** ''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 (and sits on top of the regular armor in the original ''Unreal'').
** ''[=UT2004=]'' has the same abstraction of armor as ''2003'', but nevertheless plays this in an interestingly-different manner, closer to the other games. Although the HUD only has a single armor counter, the regular shield and super shield pickups stack separately (hence, you can't make your way to a full 150 armor by picking up three regular shields, you need a super shield too) 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.

to:

** ''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 (and sits on top of the regular armor in the original ''Unreal'').
''Unreal'', rather than replacing it entirely in the latter two).
** ''[=UT2004=]'' has the same abstraction of armor as ''2003'', but nevertheless plays this in an interestingly-different manner, closer to the other games. Although the HUD only has a single armor counter, the regular shield and super shield pickups stack separately (hence, (hence to get a full 150 shields you need one of both pickups, and can't make your way to a full 150 armor get it by just picking up three regular shields, you need a super shield too) shields) 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 of the damage over that which knocked it out to [[ArmorPiercingAttack apply directly to your health]] rather than being absorbed less-efficiently by the regular shield.
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