History Main / DamageDiscrimination

10th Jun '16 10:23:10 AM rjd1922
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In videogames, things that do damage to one thing don't always do damage to something else. The damage usually discriminates based on what team you're on. Unfair? Well, [[EverythingTryingToKillYou everything IS trying to kill you]].

'''NPC Invincibility''' - Non-player characters are usually completely immune to ''all'' damage, especially the inhabitants of an [[AdventureTowns Adventure Town]]. Slash them with your sword, and they might duck in fear or yell at you, but that's about it. If you can kill them, that will generally exclude [[InfantImmortality children]]. If there's [[HideYourChildren any of them around]], that is.

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In videogames, video games, things that do damage to one thing don't always do damage to something else. The damage usually discriminates based on what team you're on. Unfair? Well, [[EverythingTryingToKillYou everything IS trying to kill you]].

'''NPC Invincibility''' '''[[InvulnerableCivilians NPC Invincibility]]''' - Non-player characters are usually completely immune to ''all'' damage, especially the inhabitants of an [[AdventureTowns Adventure Town]]. Slash them with your sword, and they might duck in fear or yell at you, but that's about it. If you can kill them, that will generally exclude [[InfantImmortality children]]. If there's [[HideYourChildren any of them around]], that is.
7th May '16 4:55:50 AM jayharrison
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* The ''VideoGame/SeriousSam'' games have [[EverythingTryingToKillYou a cadre of aliens trying to kill Sam]] [[ArtificialStupidity without any regard to protecting themselves in the process]]. As a result, one alien's attacks are fully capable of injuring another, thereby reducing the amount of ammo Sam will have to use.
9th Feb '16 3:06:05 AM Eps05
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'''NPC Invincibility''' - Non-player characters are usually completely immune to ''all'' damage, especially the inhabitants of an [[AdventureTowns Adventure Town]]. Slash them with your sword, and they might duck in fear or yell at you, but that's about it.

to:

'''NPC Invincibility''' - Non-player characters are usually completely immune to ''all'' damage, especially the inhabitants of an [[AdventureTowns Adventure Town]]. Slash them with your sword, and they might duck in fear or yell at you, but that's about it.
it. If you can kill them, that will generally exclude [[InfantImmortality children]]. If there's [[HideYourChildren any of them around]], that is.
28th Nov '15 7:11:41 PM Josef5678
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* In ''VideoGame/{{Portal}}'', you can trick the turrets into shooting each other with some effort. [[TheDevTeamThinksOfEverything The designers even thought of this,]] since the turrets being hit will tell the other to "stop shooting!". [[FriendlyFireproof They only damage]] ''[[FriendlyFireproof you]]'', however.

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* In ''VideoGame/{{Portal}}'', you can trick the turrets into shooting each other with some effort. [[TheDevTeamThinksOfEverything [[DevelopersForesight The designers even thought of this,]] since the turrets being hit will tell the other to "stop shooting!". [[FriendlyFireproof They only damage]] ''[[FriendlyFireproof you]]'', however.
21st Aug '15 7:07:03 AM Cryoclaste
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* In the stealthy end section of ''VideoGame/{{Metroid}}: Zero Mission'' where you play as Zero Suit Samus, you can trick Space Pirates into killing each other with their lasers.

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* In the stealthy end section of ''VideoGame/{{Metroid}}: Zero Mission'' ''VideoGame/MetroidZeroMission'' where you play as Zero Suit Samus, you can trick Space Pirates into killing each other with their lasers.



* Just about all of Insomniac's games (The [=PS1=] ''{{Spyro}}'' games, ''RatchetAndClank'', ''VideoGame/{{Resistance}}'', etc.) avert the "no infighting" rather spectacularly. In fact, they make it the main point of some things: In challenges where you must conserve your ammo in ''Ratchet and Clank'', it's a very good idea to lure the enemies into killing each other by accident instead of wasting your ammo; there's also a weapon in the third installment that specifically makes enemies attack each other.

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* Just about all of Insomniac's games (The [=PS1=] ''{{Spyro}}'' ''[[VideoGame/SpyroTheDragon Spyro]]'' games, ''RatchetAndClank'', ''Franchise/RatchetAndClank'', ''VideoGame/{{Resistance}}'', etc.) avert the "no infighting" rather spectacularly. In fact, they make it the main point of some things: In challenges where you must conserve your ammo in ''Ratchet and Clank'', it's a very good idea to lure the enemies into killing each other by accident instead of wasting your ammo; there's also a weapon in the third installment that specifically makes enemies attack each other.



* Usually played straight in the ''SuperMarioBros'' series, with the exception of enemies that can launch themselves spinning at you (Buzzy Beetles on ceilings, for example). Often, they'll end up taking other enemies out whether or not you "repurposed" them.

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* Usually played straight in the ''SuperMarioBros'' ''Franchise/SuperMarioBros'' series, with the exception of enemies that can launch themselves spinning at you (Buzzy Beetles on ceilings, for example). Often, they'll end up taking other enemies out whether or not you "repurposed" them.



* Dark Titans in ''SonicUnleashed'', unlike just about everything else in the game, can and will barrel through anything in sight to get to you, including allies. [[BossInMookClothing This is the only good thing about them]]. Some bosses have similar tactics.

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* Dark Titans in ''SonicUnleashed'', ''VideoGame/SonicUnleashed'', unlike just about everything else in the game, can and will barrel through anything in sight to get to you, including allies. [[BossInMookClothing This is the only good thing about them]]. Some bosses have similar tactics.



* Both played straight and averted in ''StarCraft'' -- attacks from some units that normally do splash damage, such as Reavers and Firebats, will not damage your own units, but damage from other sources such as your own Seige Tanks will.

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* Both played straight and averted in ''StarCraft'' ''Franchise/StarCraft'' -- attacks from some units that normally do splash damage, such as Reavers and Firebats, will not damage your own units, but damage from other sources such as your own Seige Tanks will.



* In ''BlueDragon'', certain scenarios will spark a "Monster Fight" that makes some of the toughest monsters in the area terribly weakened-- often by another tough one, who won't attack your party until it's dealt with the target of its envy/hatred.

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* In ''BlueDragon'', ''VideoGame/BlueDragon'', certain scenarios will spark a "Monster Fight" that makes some of the toughest monsters in the area terribly weakened-- often by another tough one, who won't attack your party until it's dealt with the target of its envy/hatred.



* In ''GearsOfWar 2'' multiplayer, your grenades and bullets don't hurt your team-mates, but your grenades and splash damage weapons can kill you. This is a fairly standard version of "no friendly fire" for multiplayer shooters.

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* In ''GearsOfWar ''VideoGame/GearsOfWar 2'' multiplayer, your grenades and bullets don't hurt your team-mates, but your grenades and splash damage weapons can kill you. This is a fairly standard version of "no friendly fire" for multiplayer shooters.



* The spells and some of the long range techniques in ''FinalFantasyTactics''. Whoever's standing in the target tiles will get hit, whether they're friend or foe, and it's possible to put your own characters in the path of a charged long range attack, like Aim, and get hit in place of the enemy. Summons are the exception, never healing enemies or harming allies, but since they're actual beings coming to your aid, it makes some sense.

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* The spells and some of the long range techniques in ''FinalFantasyTactics''.''VideoGame/FinalFantasyTactics''. Whoever's standing in the target tiles will get hit, whether they're friend or foe, and it's possible to put your own characters in the path of a charged long range attack, like Aim, and get hit in place of the enemy. Summons are the exception, never healing enemies or harming allies, but since they're actual beings coming to your aid, it makes some sense.
25th Jul '15 8:59:41 PM nombretomado
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* In the 3D MightAndMagic games, different types of enemies would often fight with each other in the overworld and in dungeons, often to the point of completely ignoring your party unless you first provoke them.

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* In the 3D MightAndMagic ''VideoGame/MightAndMagic'' games, different types of enemies would often fight with each other in the overworld and in dungeons, often to the point of completely ignoring your party unless you first provoke them.
25th Jun '15 3:56:08 PM Benbeasted
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* In ''VideoGame/TeamFortress2'' this is a necessity since the spy can disguise as members of the enemy team. The only real way to discover spies is by shooting/flaming suspicious teammates to see if they take damage.
** Soldier rockets and Demomen stickies/grenades hurt/fling the launcher and enemies but not allies. For a while after launch, servers were not allowed to turn friendly fire back on. This also applies in a unique way to the Engineer: his sentry rockets AND bullets damage him (Spies can exploit this, although it's risky).
** The original Team Fortress (and other Quake or UT engine games of the era) had a large number of "no friendly fire" modes. In some of them, you couldn't hurt friendlies at all. In some, you could damage just their armor (which could devastatingly weaken a Soldier or HWG, whose main toughness advantage came in their armor). In some, [[HostageSpiritLink YOU would take any damage you inflicted on friendlies]], or take a percentage of it. Of course, you could also turn friendly fire on.



* In ''VideoGame/TeamFortress2'' this is a necessity since the spy can disguise as members of the enemy team. The only real way to discover spies is by shooting/flaming suspicious teammates to see if they take damage.
** Soldier rockets and Demomen stickies/grenades hurt/fling the launcher and enemies but not allies. For a while after launch, servers were not allowed to turn friendly fire back on. This also applies in a unique way to the Engineer: his sentry rockets AND bullets damage him (Spies can exploit this, although it's risky).
** The original Team Fortress (and other Quake or UT engine games of the era) had a large number of "no friendly fire" modes. In some of them, you couldn't hurt friendlies at all. In some, you could damage just their armor (which could devastatingly weaken a Soldier or HWG, whose main toughness advantage came in their armor). In some, [[HostageSpiritLink YOU would take any damage you inflicted on friendlies]], or take a percentage of it. Of course, you could also turn friendly fire on.

to:

* In ''VideoGame/TeamFortress2'' this is a necessity since the spy can disguise as members of the enemy team. The only real way to discover spies is by shooting/flaming suspicious teammates to see if they take damage.
** Soldier rockets and Demomen stickies/grenades hurt/fling the launcher and enemies but not allies. For a while after launch, servers were not allowed to turn friendly fire back on. This also applies in a unique way to the Engineer: his sentry rockets AND bullets damage him (Spies can exploit this, although it's risky).
** The original Team Fortress (and other Quake or UT engine games of the era) had a large number of "no friendly fire" modes. In some of them, you couldn't hurt friendlies at all. In some, you could damage just their armor (which could devastatingly weaken a Soldier or HWG, whose main toughness advantage came in their armor). In some, [[HostageSpiritLink YOU would take any damage you inflicted on friendlies]], or take a percentage of it. Of course, you could also turn friendly fire on.
9th Apr '15 7:12:07 PM jormis29
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* The final arc of ''{{Uncharted}}'' features you vs. the bad guys vs. [[spoiler:indiscriminately homicidal zombies]]. Commence MeleeATrois as two out of three sides TryNotToDie.

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* The final arc of ''{{Uncharted}}'' ''VideoGame/UnchartedDrakesFortune'' features you vs. the bad guys vs. [[spoiler:indiscriminately homicidal zombies]]. Commence MeleeATrois as two out of three sides TryNotToDie.
20th Feb '15 5:04:25 PM Elusivehawk
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-->''Why don't Robot Dogs fall in the pits? It's not really fair.''
-->-''[[WebAnimation/HomestarRunner Duck Guardian One]]''

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-->''Why ->''"Why don't Robot Dogs fall in the pits? It's not really fair.''
-->-''[[WebAnimation/HomestarRunner Duck
"''
-->--'''Duck
Guardian One]]''
One''', ''WebAnimation/HomestarRunner''
19th Feb '15 12:40:53 AM jormis29
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* In ''TotalAnnihilation'' your projectiles will pass harmlessly through your own units, but not your teammates' units. And your own units can still take splash damage if the weapon hits close enough.

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* In ''TotalAnnihilation'' ''VideoGame/TotalAnnihilation'' your projectiles will pass harmlessly through your own units, but not your teammates' units. And your own units can still take splash damage if the weapon hits close enough.



* Averted in ''[[CommandAndConquer Command and Conquer: Generals]]''. Superweapons, splash damage and residual effects such as fire and toxins will damage your own units, and the GLA mobs can have individual people crushed by your vehicles.

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* Averted in ''[[CommandAndConquer Command and Conquer: Generals]]''.''VideoGame/CommandAndConquerGenerals''. Superweapons, splash damage and residual effects such as fire and toxins will damage your own units, and the GLA mobs can have individual people crushed by your vehicles.
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