History Main / MultipleLifeBars

18th Jan '16 11:09:46 AM Piando
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* ''{{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).




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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.
5th Jan '16 8:42:19 PM ironcommando
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* ''VideoGame/RaptorCallOfTheShadows'' has this for the ''player''. Each set of purchasable shields effectively gives the player an extra health bar.
8th Dec '15 8:01:13 AM Prfnoff
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* ''ChaosLegion'' bosses often have multiple life bars (up to four) in different colors (yellow, green, blue, purple). Subverted with the {{mooks}} in the game, who may have different-colored life bars, but those life bars are merely indicators of how tough they are (mooks with yellow bars die quickly, while those with white bars will take a while to take down).
* ''{{Bayonetta}}'' and [[VideoGame/{{Bayonetta2}} its sequel]] has some of the tougher enemies and especially bosses who have multiple life bars (up to five layers) in different colors. For example, if you see an enemy with a green life bar, get ready for a long fight, but when you see a boss with a white life bar, get ready for a ''really'' long fight.

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* ''ChaosLegion'' ''VideoGame/ChaosLegion'' bosses often have multiple life bars (up to four) in different colors (yellow, green, blue, purple). Subverted with the {{mooks}} in the game, who may have different-colored life bars, but those life bars are merely indicators of how tough they are (mooks with yellow bars die quickly, while those with white bars will take a while to take down).
* ''{{Bayonetta}}'' ''VideoGame/{{Bayonetta}}'' and [[VideoGame/{{Bayonetta2}} its sequel]] has some of the tougher enemies and especially bosses who have multiple life bars (up to five layers) in different colors. For example, if you see an enemy with a green life bar, get ready for a long fight, but when you see a boss with a white life bar, get ready for a ''really'' long fight.




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* In ''Rapid Reload'' for the UsefulNotes/PlayStation, Area Bosses have several overlapping life bars, going from blue to green (which is the color of the player's only life bar) to yellow and finally to red. There is also a digital counter, which helps show the damage you're dealing on tougher bosses whose blue bars won't start going down until they're more than halfway to destruction.
8th Oct '15 2:33:55 PM 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. 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 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.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.
8th Oct '15 2:30:07 PM 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]].

to:

* ''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]].
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. A 'mech might be decapitated by death of the pilot (by whatever cause), but the 'mech can be salvaged.
8th Oct '15 2:21:57 PM 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 Internals. Once the armor is destroyed, the Internals 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 pilot can survive multiple hits, though most weapons will be disabled in one hit and ammunition magazines will [[MadeOfExplodium go boom with one hit]].

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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 Internals. Internal Structure. Once the armor is destroyed, the Internals 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 pilot sensors can survive take multiple hits, 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]].
8th Oct '15 2:12:52 PM MadCat221
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* ''VideoGame/DragonAgeInquisition'' has health meters as usual, along with two possible extension on health. Barriers can be cast on party members by Mages, though they erode over time and don't benefit from armor damage reduction. Guard is generated by certain Warrior abilities, and while it has a far lower cap than Barrier, Guard does benefit from armor and doesn't deplete over time.

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* ''VideoGame/DragonAgeInquisition'' has health meters as usual, along with two possible extension on health. Barriers can be cast on party members by Mages, though they erode over time and don't benefit from armor damage reduction. Guard is generated by certain Warrior abilities, and while it has a far lower cap than Barrier, Guard does benefit from armor and doesn't deplete over time. Barriers are also vulnerable to magic-dispelling effects, while Guard is not.
8th Oct '15 2:10:56 PM MadCat221
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* BodyArmorAsHitpoints, where the body armor takes all the damage, or mitigates damage to the core health bar as long as it exists.
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