History Main / RegeneratingShieldStaticHealth

4th Jun '17 7:46:46 PM thatother1dude
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* ''VideoGame/{{Overwatch}}'' has shields (represented by light-blue health pips) that regenerate after avoiding damage for a few seconds. Symmetra, Zenyatta, and Zarya all have shields that make up at least half of their total health, and Symmetra can give allies a small amount of shield.

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* ''VideoGame/{{Overwatch}}'' has shields (represented by light-blue health pips) that regenerate after avoiding damage for a few seconds. Symmetra, Zenyatta, and Zarya all have shields that make up at least half of their total health, and Symmetra can give allies a small large amount of shield.shield while they're in a fixed area.
14th May '17 10:39:18 AM nombretomado
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* In ''Franchise/StarCraft'', the Protoss units have shields, but no way of recovering health unless you have friendly Terran medics heal your troops. Starcraft II adds the ability for [=SCVs=] to repair friendly Protoss mechanical units, though once again you need a Terran player on your side.

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* In ''Franchise/StarCraft'', ''VideoGame/StarCraft'', the Protoss units have shields, but no way of recovering health unless you have friendly Terran medics heal your troops. Starcraft II ''VideoGame/StarCraftII'' adds the ability for [=SCVs=] to repair friendly Protoss mechanical units, though once again you need a Terran player on your side.
19th Apr '17 8:46:30 PM Jacob175
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* Spider-Man 2099's suit in ''VideoGame/SpiderManEdgeOfTime'' uses this system. The shield restores after a few seconds without getting hit, but health doesn't regenerate until you find the right pick-up. He also has less maximum health than Amazing Spider-Man.



* In ''BattleFleetGothic'', most ships have a number of shields that must be disabled before the hull can be damaged. Notably, the current number of shields left is not recorded mathematically - special markers are placed for every shield dropped, and each reduces the shields of ships it's touching. You regenerate your shields by... moving away from them. Even more, the markers persist for a time, making them a hazard for the shields of any ship that enters them.

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* In ''BattleFleetGothic'', ''TabletopGame/BattleFleetGothic'', most ships have a number of shields that must be disabled before the hull can be damaged. Notably, the current number of shields left is not recorded mathematically - special markers are placed for every shield dropped, and each reduces the shields of ships it's touching. You regenerate your shields by... moving away from them. Even more, the markers persist for a time, making them a hazard for the shields of any ship that enters them.
20th Feb '17 1:59:31 AM jormis29
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* Old TSR games

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* Old TSR Creator/{{TSR}} games



* The Imperial Titans, Ork Gargants and Eldar Revenants of ''TabletopGame/{{Warhammer40000}}'' have power fields that must be removed by anti-tank weapons before the [[HumongousMecha walker]] itself can be damaged. Each turn, there is a chance that some or all of the power fields are restored.

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* The Imperial Titans, Ork Gargants and Eldar Revenants of ''TabletopGame/{{Warhammer40000}}'' ''TabletopGame/{{Warhammer 40000}}'' have power fields that must be removed by anti-tank weapons before the [[HumongousMecha walker]] itself can be damaged. Each turn, there is a chance that some or all of the power fields are restored.
6th Feb '17 12:53:56 AM CountDorku
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* ''VideoGame/StarWarsGalacticBattlegrounds'' has yellow self-restoring shields and red health that ''usually'' won't recover without the help of a medic if organic or a repair worker if mechanical (although heroes and certain rare units and buildings can regenerate naturally). It's why, for example, attacking a heavily shielded base generally starts with destroying the power cores: drop the shields, and the buildings will be left unprotected.
30th Jan '17 3:29:05 PM Kadorhal
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* The ''VideoGame/XWing'' and ''VideoGame/TieFighter'' series, though if you're hit hard enough you'll have to take time to recharge your shields. In addition you have to manage power between shield regeneration, laser recharge, and engine thrust. If you're playing as the Empire though, your standard craft usually doesn't come with any shields to begin with, so tough luck there.

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* The ''VideoGame/XWing'' and ''VideoGame/TieFighter'' series, though if you're hit hard enough you'll have to take time to recharge your shields. In addition you have to manage power between shield regeneration, laser recharge, and engine thrust.thrust. On top of that, even with shields, you can get hit hard enough that something might break - including the shield generator - requiring you to wait for your astromech droid to repair the system in question. If you're playing as the Empire though, your standard craft usually doesn't come with any shields to begin with, so tough luck there.



** Prequel ''VideoGame/HaloReach'' zig-zags this: Health can regenerate, but only up to the nearest third; if your health is almost gone, you're gonna need a health pack.

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** Prequel ''VideoGame/HaloReach'' zig-zags this: Health is a separate, visible bar again, and it can regenerate, but only up to the nearest third; if your health is almost gone, you're gonna need a health pack.
15th Jan '17 6:18:57 PM BirdAlliance
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* ''VideoGame/GalaxyOnFire'', although in ''Galaxy On Fire 2'' it is possible to obtain equipment that can slowly repair your ship's haul.
26th Dec '16 12:23:10 PM thatother1dude
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* Titans in ''VideoGame/{{Titanfall}}'' have shields, that regenerate over time without being hit, on top of armor hitpoints, that ''never'' regenerate at all, so even the best players will have to eventually abandon their Titan and wait for the next one. The shield also protects friendly pilots riding on the Titan's shoulder so long as it's up. A Pilot [[ColossusClimb Rodeoing]] a Titan bypasses its shield entirely. ''VideoGame/{{Titanfall 2}}'' changed shields to be finite and only gained from a Pilot inserting a battery, usually one stolen from an enemy Titan (the singleplayer simplifies this to batteries being a direct HealingPotion the Titan itself can pick up). Pilots in both games have straight-up RegeneratingHealth.

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* Titans in ''VideoGame/{{Titanfall}}'' have shields, that regenerate over time without being hit, on top of armor hitpoints, that ''never'' regenerate at all, so even the best players will have to eventually abandon their Titan and wait for the next one. The shield also protects friendly pilots riding on the Titan's shoulder so long as it's up. A Pilot [[ColossusClimb Rodeoing]] a Titan bypasses its shield entirely. ''VideoGame/{{Titanfall 2}}'' changed shields to be finite and only gained from a Pilot inserting a battery, usually one stolen from an enemy Titan (the singleplayer simplifies this to batteries being Titan--exact in the singleplayer, where BT's shield works as in the first game (and a direct battery is a HealingPotion the Titan itself can pick up). Pilots in both games have straight-up RegeneratingHealth.
27th Nov '16 3:35:08 PM thatother1dude
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* Titans in ''VideoGame/{{Titanfall}}'' have shields, that regenerate over time without being hit, on top of armor hitpoints, that ''never'' regenerate at all, so even the best players will have to eventually abandon their Titan and wait for the next one. The shield also protects friendly pilots riding on the Titan's shoulder so long as it's up. A Pilot [[ColossusClimb Rodeoing]] a Titan bypasses its shield entirely. Pilots have straight-up RegeneratingHealth.

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* Titans in ''VideoGame/{{Titanfall}}'' have shields, that regenerate over time without being hit, on top of armor hitpoints, that ''never'' regenerate at all, so even the best players will have to eventually abandon their Titan and wait for the next one. The shield also protects friendly pilots riding on the Titan's shoulder so long as it's up. A Pilot [[ColossusClimb Rodeoing]] a Titan bypasses its shield entirely. ''VideoGame/{{Titanfall 2}}'' changed shields to be finite and only gained from a Pilot inserting a battery, usually one stolen from an enemy Titan (the singleplayer simplifies this to batteries being a direct HealingPotion the Titan itself can pick up). Pilots in both games have straight-up RegeneratingHealth.RegeneratingHealth.
22nd Nov '16 1:50:58 PM Kadorhal
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* ''VideoGame/FarCry3'' and ''VideoGame/FarCry4'', being set in reasonably realistic settings, [[InvertedTrope invert]] this with body armor, which is depleted as the player takes damage and is eventually discarded, versus health, which regenerates (to a point) after taking damage.[[note]]Specifically, the player's health is divided into segments. After taking damage, health will regenerate up to the nearest full segment, then stop.[[/note]]
* The two ''VideoGame/RedSteel'' games, by the same publisher as ''Far Cry'', use a similar inversion. Body armor is a static pickup that depletes and is discarded as you take damage. In the first game, health regenerates to full when not injured for a long enough time, except during sword duels, since those are slow enough that one could otherwise fully heal after every attack; the player instead has to defeat their opponent to regenerate. For ''VideoGame/RedSteel2'', as the sword-fighting and gun-slinging portions of the game were integrated with each other, so too was their treatment of the health bar - you're only given as much health as you normally have for every encounter with enemies, and only regenerate any lost health after every enemy in the encounter is dead.

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* ''VideoGame/FarCry3'' and ''VideoGame/FarCry4'', being set in reasonably realistic settings, [[InvertedTrope invert]] this with body armor, which is depleted as the player takes damage and is eventually discarded, versus health, which regenerates (to a point) after taking damage.[[note]]Specifically, the player's health is divided into segments. After taking damage, health multiple segments that will regenerate up to the nearest full segment, then stop.[[/note]]
highest non-depleted segment.
* The two ''VideoGame/RedSteel'' games, by the same publisher as ''Far Cry'', use a similar inversion. Body armor is a static pickup that depletes and is discarded as you take damage. In the first game, health regenerates to full when not injured for a long enough time, except during sword duels, since those are slow enough that one could otherwise fully heal after every attack; the player instead has to defeat their opponent to regenerate. For ''VideoGame/RedSteel2'', as the sword-fighting and gun-slinging portions of the game were integrated with each other, so too was their treatment of the health bar - you're only given as much your health as you normally have for every encounter with enemies, and will only regenerate any lost health after once every enemy in the encounter area is dead.



** ''VideoGame/HaloCombatEvolved'' was one of this trope's main popularizers, with health only restorable by grabbing health packs. This is switched to full-on RegeneratingHealth in ''VideoGame/{{Halo 2}}'' and subsequent mainline games, though it took until ''VideoGame/Halo5Guardians'' for players to be able to ''see'' the health bar again.

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** ''VideoGame/HaloCombatEvolved'' was one of this trope's main popularizers, with health only restorable by grabbing health packs. This is switched to full-on RegeneratingHealth RegeneratingHealth, just with multiple health bars, in ''VideoGame/{{Halo 2}}'' and subsequent mainline games, though it took until ''VideoGame/Halo5Guardians'' for players to be able to ''see'' the actual health bar again.



** Prequel ''VideoGame/HaloReach'' zig-zags this: Health can generate, but only partially; if your health is almost gone, you're gonna need a health pack.

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** Prequel ''VideoGame/HaloReach'' zig-zags this: Health can generate, regenerate, but only partially; up to the nearest third; if your health is almost gone, you're gonna need a health pack.



* ''VideoGame/PaydayTheHeist'' uses this. The amount of total armor you have decreases as you lose health, though there are bonuses you can unlock that increase how much protection armor offers.
** [[VideoGame/{{PAYDAY 2}} The sequel]] uses conventional regenerating armour and static health, though it also has a 'dodge' mechanic where shots that hit you can be ignored anyway. You have two options - Light Armor: run really fast and stealth better and even dodge a few bullets, but you're essentially dead if someone sneaks up on you or is part of a large firing squad, which is a frequent occurrence; or Heavy Armor: more health and much more shielding, but a slower, more easily-spotted tanker. However, the skillsets can change this up - there are now skills that regenerate health, skills that increase the speed of the regenerating shields, skills that restore some shields with a headshot, perks that make your shield even faster at regenerating but weaker overall, etc.

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* ''VideoGame/PaydayTheHeist'' uses this. The amount of total this, with the caveat that losing health also causes your armor you have decreases as you to lose health, effectiveness, though there are bonuses you can unlock that increase how much protection armor offers.
** [[VideoGame/{{PAYDAY 2}} The sequel]] uses conventional regenerating armour and static health, though it also has a 'dodge' mechanic where shots that do hit you can be ignored anyway. You essentially have two options - Light Armor: light armor that lets you run really fast and stealth better fast, be less noticeable in stealth, and even dodge a few bullets, but you're essentially dead if you stop moving, if someone sneaks up on you you, or is part of get attacked by a large firing squad, which is a frequent occurrence; or Heavy Armor: more health and much more shielding, Armor, which gives you noticeably better protection, but makes you a slower, more easily-spotted tanker. tank who can't dodge at all. However, the skillsets can change this up - there are now skills that regenerate health, health (either passively or as a result of making kills), skills that increase the speed of the regenerating shields, skills that restore some shields with a headshot, perks that make your shield even faster at regenerating but weaker overall, etc.



* ''VideoGame/TimeShift'' has this feature similar to ''Halo''; shields regenerate once you're not taking hits and are behind suitable cover. Given that the game is rather fast-paced and the AI is quite aggressive, it's essential to use your time-bending powers to help you recharge your depleted shields. It's also a unusual example since you have a whopping 1 point of health, meaning that taking any kind of damage will kill you instantly if your shields are at 0%.

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* ''VideoGame/TimeShift'' has this feature similar to ''Halo''; shields regenerate once you're not taking hits and are behind suitable cover. Given that the game is rather fast-paced and the AI is quite aggressive, it's essential to use your time-bending powers to help you recharge your depleted shields. It's also a unusual example since you have a whopping [[OneHitPointWonder 1 point of health, health]], meaning that taking any kind of damage will kill you instantly if your shields are at 0%.



* ''VideoGame/StarWarsRepublicCommando'' had this. The shield was pretty weak and could only block a few hits before failing, while your health likewise could be completely drained by a handful of blaster bolts. Fortunately, your squadmates could revive you whenever you were downed.

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* ''VideoGame/StarWarsRepublicCommando'' had this. The shield was pretty weak and could only block a few hits before failing, while your health likewise could be completely drained by a handful of blaster bolts.bolts and required a bacta dispenser to recharge. Fortunately, your squadmates could revive you whenever you were downed.



* The first ''VideoGame/{{Section8}}'' game had regenerating shields and static health (health could only be restored by manually using the repair tool (which used up an equipment slot), or relying on teammates or supply depots to heal you). The sequel switched to a simpler system with both regenerating shields and regenerating health.

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* The first ''VideoGame/{{Section8}}'' ''VideoGame/{{Section 8}}'' game had regenerating shields and static health (health which could only be restored by manually using the repair tool (which used up an equipment slot), or relying on teammates or supply depots to heal you).you. The sequel switched to a simpler system with both regenerating shields and regenerating health.



** In the 1st Edition Advanced ''[[TabletopGame/DungeonsAndDragons Dungeons & Dragons]]'' module S3 ''Expedition to the Barrier Peaks'' (which was based on ''TabletopGame/GammaWorld''), the police robots' force shields regenerate at a rate of 1 HitPoint per combat round.
* ''[[TabletopGame/BigEyesSmallMouth Big Eyes, Small Mouth]]''. When force fields took more damage than they could resist they lost a level of effect. The damage was regenerated at a rate of 1 level per round, but only while the field was turned off.

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** In the 1st Edition Advanced ''[[TabletopGame/DungeonsAndDragons Dungeons & Dragons]]'' ''TabletopGame/DungeonsAndDragons'' module S3 ''Expedition to the Barrier Peaks'' (which was based on ''TabletopGame/GammaWorld''), the police robots' force shields regenerate at a rate of 1 HitPoint per combat round.
* ''[[TabletopGame/BigEyesSmallMouth Big Eyes, Small Mouth]]''.''TabletopGame/BigEyesSmallMouth''. When force fields took more damage than they could resist they lost a level of effect. The damage was regenerated at a rate of 1 level per round, but only while the field was turned off.
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