History Main / BorderPatrol

22nd Apr '18 10:36:38 PM Lopiny
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** A variation that keeps Captains off the zee-floor when terror is too high, in the ''Zubmariner'' expansion, is the Constant Companion. It will smell your fear through the hull, will emerge from the zeefloor when you least expect it and will [[SuperPersistentPredator chase you to the ends of the world until you surface, kill it or die]]. And since killing it is something reserved only to late mid-game and beyond due to its high HP and ''heavy'' damage, and it's close to impossible to battle it without taking nasty damage, it's best to just write off submersion until your terror is back under control.
18th Apr '18 8:44:26 PM jormis29
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* ''FarCry'' has the player get one shot killed by a helicopter that appears, when normal helicopters take at least 4 seconds of constant fire to kill him.

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* ''FarCry'' ''VideoGame/FarCry'' has the player get one shot killed by a helicopter that appears, when normal helicopters take at least 4 seconds of constant fire to kill him.
5th Apr '18 2:36:07 AM LinTaylor
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* Early games in the ''VideoGame/GundamVsSeries'' have a border around the battlefield; crossing it gets you a warning from MissionControl ("You're leaving the mission area, return immediately!"), but if you go too far out the game takes control of your [[HumongousMecha mobile suit]] and forces you back within the border. Making matters worse, you aren't given MercyInvincibility during this "auto-pilot" (unless your robot was knocked down and therefore would have gotten Mercy Invincibility anyway), meaning you could very easily be attacked by enemies while it was happening. Thankfully the developers realized how annoying this all was, and the borders were replaced with {{Invisible Wall}}s after ''Gundam vs. Zeta Gundam''.
29th Mar '18 12:41:09 PM wingsandsword
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** In one place in the plotline, it's actually required to go through an Exhaustion Zone to complete the plot mission. In the last main plot mission for the Imperial Agent storyline, there's an area that, when you enter it you get the "Exhaustion Zone" debuff and start to take damage. . .but the only way to complete the mission is to run through it at top speed.
31st Jan '18 7:27:23 AM Cryoclaste
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* In the first ''GearsOfWar'', going into dark areas gets you eaten by the Kryll (killer bats). Unfortunately, going through dark areas before the Kryll get to you is ''required'' at some points of the game.

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* In the first ''GearsOfWar'', ''VideoGame/GearsOfWar1'', going into dark areas gets you eaten by the Kryll (killer bats). Unfortunately, going through dark areas before the Kryll get to you is ''required'' at some points of the game.
27th Jan '18 1:13:21 PM HeyFella
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* Every ''VideoGame/{{Battlefield}}'' game has a commanding officer instruct you to return to the battle or you will be shot for being a deserter; after 10 seconds, you'll take fast constant damage until you either die or return to battle. Especially diabolical if you do this in an transport aircraft or aircraft carrier and doom all of your teammates too.

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* Every ''VideoGame/{{Battlefield}}'' game has a commanding officer instruct you to return to the battle or you will be shot for being a deserter; after 10 seconds, you'll take fast constant damage until you either die or return to battle. Especially diabolical if you do this in an a transport aircraft or aircraft carrier and doom all of your teammates too.
18th Jan '18 12:28:33 PM dancnbna
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* In ''VideoGame/HorizonZeroDawn'', if you go too far into the edges of the world, the game will warn you to turn back, then automatically reload from the last checkpoint if you keep going.
11th Dec '17 3:35:29 PM Malady
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* The old ''MotocrossMadness'' games for the PC had some kind of invisible BorderPatrol, and they came packing some [[{{BFG}} serious heat]]. Maps were usually cordoned off within Insurmountable Valleys...except, for a [[{{Determinator}} determined]] player, they ''were'' surmountable. If you managed to climb up and ride more than a few feet into the vast flat wastelands outside the valley, you would get [[BlownAcrossTheRoom blasted away]] by an invisible cannon, and then comically plummet back to the stage to a [[BombWhistle stock "bomb dropping" sound effect]]. Arguably an instance of highly aggressive {{Invisible Wall}}s.

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* The old ''MotocrossMadness'' ''VideoGame/MotocrossMadness'' games for the PC had some kind of invisible BorderPatrol, and they came packing some [[{{BFG}} serious heat]]. Maps were usually cordoned off within Insurmountable Valleys...except, for a [[{{Determinator}} determined]] player, they ''were'' surmountable. If you managed to climb up and ride more than a few feet into the vast flat wastelands outside the valley, you would get [[BlownAcrossTheRoom blasted away]] by an invisible cannon, and then comically plummet back to the stage to a [[BombWhistle stock "bomb dropping" sound effect]]. Arguably an instance of highly aggressive {{Invisible Wall}}s.
22nd Nov '17 7:08:12 AM theNerdytimes
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* The first ''{{Mercenaries}}'' game had Allied jetfighters and [[ShoutOut Naboo starfighters]] from ''Franchise/StarWars'' (Creator/LucasArts published the game) attack the player relentlessly if he/she tries to swim out of the game's boundaries.

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* The first ''{{Mercenaries}}'' ''VideoGame/{{Mercenaries}}'' game had Allied jetfighters and [[ShoutOut Naboo starfighters]] from ''Franchise/StarWars'' (Creator/LucasArts published the game) attack the player relentlessly if he/she tries to swim out of the game's boundaries.
28th Oct '17 12:49:01 PM SeptimusHeap
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* Since you could only drown if you were underwater, ''VideoGame/{{Half-Life 2}}'' upgraded the alien leeches from the first game and placed them in water near coastal areas. They start out causing little damage, but the number of leeches increases the further you swim out, creating a sort of exponential damage curve that makes it impossible for you to survive to reach the edge of the map or skip parts of the level.

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* Since you could only drown if you were underwater, ''VideoGame/{{Half-Life 2}}'' ''VideoGame/HalfLife2'' upgraded the alien leeches from the first game and placed them in water near coastal areas. They start out causing little damage, but the number of leeches increases the further you swim out, creating a sort of exponential damage curve that makes it impossible for you to survive to reach the edge of the map or skip parts of the level.
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