History Main / MultipleLifeBars

24th Jan '17 8:39:06 PM BirdAlliance
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* The Zoltan Shield in ''VideoGame/FTLFasterThanLight functions much like one of these.

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* The Zoltan Shield in ''VideoGame/FTLFasterThanLight ''VideoGame/FTLFasterThanLight'' functions much like one of these.these. It blocks all incoming attacks and prevents your ship from hacking, boarding and mind controlling. The standard shield [[RegeneratingShieldStaticHealth cannot block missiles but slowly recharges. When damaged, your ship takes hull damage and the system hit takes SubsystemDamage.
12th Dec '16 8:38:51 AM erforce
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* The FinalBoss of ''VideoGame/ClockTower 3''. This is quite jarring because no other boss had these, so seeing his death count translate to ''three full-sized health bars'' may have caused quite an OhCrap.

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* The FinalBoss of ''VideoGame/ClockTower 3''.''VideoGame/ClockTower3''. This is quite jarring because no other boss had these, so seeing his death count translate to ''three full-sized health bars'' may have caused quite an OhCrap.
30th Nov '16 1:51:41 PM Saber15
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* The ''Videogame/MechWarrior'' series often mixes SubsystemDamage with multiple life bars like [[Tabletopgame/BattleTech its source material]]. Mechs are split between multiple distinct zones (such as legs) which have their armor healthbar and internal structure healthbar. Stripping the armor of a section exposes the internal structure, allowing successive hits to damage the internals and individual components such as weapons. Blast through the internal structure and the entire limb or section is destroyed. A mech is only destroyed if it loses the center torso, [[SnipingTheCockpit cockpit]], or in some games both legs.
25th Nov '16 9:34:38 PM nombretomado
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* Some TabletopRPG systems (''TabletopGame/{{Shadowrun}}'' and ''[[{{Champions}} Hero System]]'' being prominent examples) differentiate stun damage and physical injury and keep track of them separately. Running out of either will knock you out, but recovering from injury is long and hard, while stun damage clears after a short rest.

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* Some TabletopRPG systems (''TabletopGame/{{Shadowrun}}'' and ''[[{{Champions}} ''[[TabletopGame/{{Champions}} Hero System]]'' being prominent examples) differentiate stun damage and physical injury and keep track of them separately. Running out of either will knock you out, but recovering from injury is long and hard, while stun damage clears after a short rest.
2nd Nov '16 10:38:18 PM BattleMaster
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* ''VideoGame/RaptorCallOfTheShadows'' has this for the ''player''. Each set of purchasable shields effectively gives the player an extra health bar.

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* ''VideoGame/RaptorCallOfTheShadows'' has this for the ''player''. Each set of purchasable shields effectively gives the player an extra health bar. A maximum of five extra layers could be purchased from the store, but an unlimited amount could be stacked if you found them in the levels. Of course, considering how rarely they were found, if you were good enough to build up a significant stock over the normal maximum you didn't need those extra shields in the first place.
4th Aug '16 6:53:44 PM Jake
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* The Zoltan Shield in ''VideoGame/FTLFasterThanLight functions much like one of these.
25th May '16 6:40:50 PM WillKeaton
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* The final bosses of VideoGame/Rockman4MinusInfinity.

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* The final bosses of VideoGame/Rockman4MinusInfinity.''VideoGame/Rockman4MinusInfinity.''
18th Jan '16 11:09:46 AM Piando
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[[AC:TabletopGames]]

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[[AC:TabletopGames]][[foldercontrol]]

[[folder: Tabletop Games ]]




[[AC:VideoGames]]

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[[folder: Video Games ]]



* ''{{Crackdown}}'' has an armor meter that regenerates fairly quickly, which gives way to a health meter that regens more slowly.

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* ''{{Crackdown}}'' ''VideoGame/{{Crackdown}}'' has an armor meter that regenerates fairly quickly, which gives way to a health meter that regens more slowly.



* Most bosses in ''ScurgeHive'' have layered life bars.

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* Most bosses in ''ScurgeHive'' ''VideoGame/ScurgeHive'' have layered life bars.



* ''DragonBall Advanced Adventure'' uses the method of layered lifebars to indicate that much more health while conserving screen space. Even though there's health power-ups that give you more layers on your lifebar, the first fights against General Tao and King Piccolo start you with one layer when the opponent has several, the telltale sign that [[HopelessBossFight the plot's calling for Goku to get clobbered]].

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* ''DragonBall ''Franchise/DragonBall Advanced Adventure'' uses the method of layered lifebars to indicate that much more health while conserving screen space. Even though there's health power-ups that give you more layers on your lifebar, the first fights against General Tao and King Piccolo start you with one layer when the opponent has several, the telltale sign that [[HopelessBossFight the plot's calling for Goku to get clobbered]].



* ''{{Champions}}'' has at least 3: Stun (go to 0 and you fall unconscious), body (go to 0 and you may die) and endurance (go to 0 and you are too exhausted to take most actions).

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* ''{{Champions}}'' ''VideoGame/{{Champions}}'' has at least 3: Stun (go to 0 and you fall unconscious), body (go to 0 and you may die) and endurance (go to 0 and you are too exhausted to take most actions).




[[AC:Webcomics]]

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[[folder: Webcomics ]]


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10th Jan '16 1:31:51 AM MadCat221
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* ''Tabletopgame/BattleTech'' has both multiple life bars and SubsystemDamage. [[HumongousMecha BattleMechs]] are broken into Left/Center/Right Torso (each with front and rear armor facings), left/right legs and arms, and the head. Each section has Armor and Internal Structure. Once the armor is destroyed, the internal structure will be damaged on every hit and can have a very high probability of causing {{Critical Hit}}s on components mounted in that section. High-value systems like the fusion reactor, stabilization gyroscope, and sensors can take multiple hits (though not with CriticalExistenceFailure, their function will be impaired with each hit before full disability) though most weapons will be disabled in one hit and ammunition magazines will [[MadeOfExplodium go boom with one hit]]. The pilot has a semi-independent "health bar", as things that damage the 'mech may not necessarily injure the pilot. A 'mech may be rendered tactically inert (but possibly salvageable), but the pilot may survive having their 'mech shout out from under them (possibly by [[EjectionSeat hasty vertical evacuation from the 'mech]]). A 'mech might be decapitated by death of the pilot (by whatever cause), but the 'mech can be salvaged.

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* ''Tabletopgame/BattleTech'' has both multiple life bars and SubsystemDamage. [[HumongousMecha BattleMechs]] are broken into Left/Center/Right Torso (each with front and rear armor facings), left/right legs and arms, and the head. Each section has Armor and Internal Structure. Once the armor is destroyed, the internal structure will be damaged on every hit and can have a very high probability of causing {{Critical Hit}}s on components mounted in that section. High-value systems like the fusion reactor, stabilization gyroscope, and sensors can take multiple hits (though not with CriticalExistenceFailure, their function will be impaired with each hit before full disability) though most weapons will be disabled in one hit and ammunition magazines will [[MadeOfExplodium go boom with one hit]]. The pilot has a semi-independent "health bar", as things that damage the 'mech may not necessarily injure the pilot. A 'mech may be rendered tactically inert (but possibly salvageable), but the pilot may survive having their 'mech shout out from under them (possibly by [[EjectionSeat hasty vertical evacuation from the 'mech]]). A 'mech might be decapitated by death of the pilot (by whatever cause), but the 'mech can be salvaged.
salvaged. Like the heavy core components, the pilot doesn't have CriticalExistenceFailure either; each injury causes the chance of being rendered unconscious from the injury, with the odds of such happening (and the difficulty of coming to again) increasing with each hit.
10th Jan '16 1:30:30 AM MadCat221
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* ''Tabletopgame/BattleTech'' has both multiple life bars and SubsystemDamage. [[HumongousMecha BattleMechs]] are broken into Left/Center/Right Torso and rear torso, left/right legs and arms, and the cockpit. Each section has Armor and Internal Structure. Once the armor is destroyed, the internal structure will be damaged on every hit and can have a very high probability of causing {{Critical Hit}}s on components mounted in that section. High-value systems like the fusion reactor, stabilization gyroscope, and sensors can take multiple hits (though not with CriticalExistenceFailure, their function will be impaired with each hit before full disability) though most weapons will be disabled in one hit and ammunition magazines will [[MadeOfExplodium go boom with one hit]]. The pilot has a semi-independent "health bar", as things that damage the 'mech may not necessarily injure the pilot. A 'mech may be rendered tactically inert (but possibly salvageable), but the pilot may survive having their 'mech shout out from under them (possibly by [[EjectionSeat hasty evacuation from the 'mech]]). A 'mech might be decapitated by death of the pilot (by whatever cause), but the 'mech can be salvaged.

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* ''Tabletopgame/BattleTech'' has both multiple life bars and SubsystemDamage. [[HumongousMecha BattleMechs]] are broken into Left/Center/Right Torso (each with front and rear torso, armor facings), left/right legs and arms, and the cockpit.head. Each section has Armor and Internal Structure. Once the armor is destroyed, the internal structure will be damaged on every hit and can have a very high probability of causing {{Critical Hit}}s on components mounted in that section. High-value systems like the fusion reactor, stabilization gyroscope, and sensors can take multiple hits (though not with CriticalExistenceFailure, their function will be impaired with each hit before full disability) though most weapons will be disabled in one hit and ammunition magazines will [[MadeOfExplodium go boom with one hit]]. The pilot has a semi-independent "health bar", as things that damage the 'mech may not necessarily injure the pilot. A 'mech may be rendered tactically inert (but possibly salvageable), but the pilot may survive having their 'mech shout out from under them (possibly by [[EjectionSeat hasty vertical evacuation from the 'mech]]). A 'mech might be decapitated by death of the pilot (by whatever cause), but the 'mech can be salvaged.
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