History Main / RegeneratingShieldStaticHealth

12th Mar '16 11:34:37 AM Trogdor
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* Shortly into ''VideoGame/BioshockInfinite'', Booker drinks a tonic that gives him a regenerating magnetic shield that at the start can protect him from about half as much damage as he can take without it. When you grab an upgrade tonic you have a choice of increasing it, your actual health, or your maximum [[{{Mana}} Salts]]. It's implied to also be used by the citizens of Columbia, since some of them can survive headshots with a sniper rifle. But for some reason, they don't regenerate. Booker's the only one whose shield regenerates in a short amount of time; FridgeBrilliance when you realize that Rosiland Lutece didn't think Booker could survive drinking her version of the tonic.

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* Shortly into ''VideoGame/BioshockInfinite'', Booker drinks a tonic that gives him a regenerating magnetic shield that at the start can protect him from about half as much damage as he can take without it. When you grab an upgrade tonic you have a choice of increasing it, your actual health, or your maximum [[{{Mana}} Salts]]. It's implied to also be used by the citizens of Columbia, since some of them can survive headshots with a sniper rifle. But for some reason, they don't regenerate. Booker's the only one whose shield regenerates in a short amount of time; FridgeBrilliance when you realize that Rosiland Lutece didn't think Booker could survive drinking her version of the tonic.
11th Mar '16 9:59:31 PM Trogdor
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* Shortly into ''VideoGame/BioshockInfinite'', Booker drinks a tonic that gives him a regenerating magnetic shield that at the start can protect him from about half as much damage as he can take without it. When you grab an upgrade tonic you have a choice of increasing it, your actual health, or your maximum [[{{Mana}} Salts]]. It's implied to also be used by the citizens of Columbia, since some of them can survive headshots with a sniper rifle. But for some reason, they don't regenerate. Booker's the only one whose shield regenerates in a short amount of time; FridgeBrilliance when you realize that Rosiland Lutece didn't think Booker could survive drinking her version of the tonic.



* Shortly into ''VideoGame/BioshockInfinite'', Booker drinks a tonic that gives him a regenerating magnetic shield that at the start can protect him from about half as much damage as he can take without it. When you grab an upgrade tonic you have a choice of increasing it, your actual health, or your maximum [[{{Mana}} Salts]].
** Implied to be used by the citizens of Columbia, since some of them can survive headshots with a sniper rifle. But for some reason, it don't regenerate. Booker's the only one whose overshield regenerates in a short amount of time; FridgeBrilliance when you realize that Rosiland Lutece didn't think Booker could survive drinking her version of the tonic.
4th Feb '16 4:27:14 PM Pseudoname
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* The monsters in ''Videogame/{{Evolve}}'' have this. Their health is fixed, but their armor can be regenerated over time or by eating wildlife.
7th Jan '16 5:42:47 PM Trogdor
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* ''VideoGame/OrionPrelude'' is an odd example where your regenerative shield won't regenerate unless you're at full health. Unless you have a medic or the regenerative health upgrade, you have to either get a second wind or buy a health kit at the end of the wave.
28th Nov '15 11:06:44 AM Morgenthaler
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* ''SpacePiratesAndZombies'', though armor can also recover, but that requires surplus crew members and is generally slower.
* ''GratuitousSpaceBattles'' has a few variations, and also distinguishes between absorbed attacks (which do damage) and reflected attacks (which do no damage) for both shields and armor. Some shields and armor are better or worse at reflection or absorption at the cost or benefit to some other quality. All shields have the innate ability to regenerate, but there is an item that allows armor to regenerate as well.
* ''IndependenceWar'' is more of an [[AvertedTrope aversion]] compared to the above examples, because the DeflectorShields are very limited (one on top and one on bottom, each can only track one ship, both leave the ship's rear exposed to prevent interference with the engines) and hull integrity has GradualRegeneration.
* ''TachyonTheFringe''

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* ''SpacePiratesAndZombies'', ''VideoGame/SpacePiratesAndZombies'', though armor can also recover, but that requires surplus crew members and is generally slower.
* ''GratuitousSpaceBattles'' ''VideoGame/GratuitousSpaceBattles'' has a few variations, and also distinguishes between absorbed attacks (which do damage) and reflected attacks (which do no damage) for both shields and armor. Some shields and armor are better or worse at reflection or absorption at the cost or benefit to some other quality. All shields have the innate ability to regenerate, but there is an item that allows armor to regenerate as well.
* ''IndependenceWar'' ''VideoGame/IndependenceWar'' is more of an [[AvertedTrope aversion]] compared to the above examples, because the DeflectorShields are very limited (one on top and one on bottom, each can only track one ship, both leave the ship's rear exposed to prevent interference with the engines) and hull integrity has GradualRegeneration.
* ''TachyonTheFringe''''VideoGame/TachyonTheFringe''



* Ships and stations in ''StarRuler'' have up to three health bars: health, armor, and shields. The first two do not regenerate, while shields do regenerate, though health and armor can be [[DesignItYourselfEquipment regenerated by installing certain subsystems]] or repaired by nearby allied ships mounting repair equipment.

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* Ships and stations in ''StarRuler'' ''VideoGame/StarRuler'' have up to three health bars: health, armor, and shields. The first two do not regenerate, while shields do regenerate, though health and armor can be [[DesignItYourselfEquipment regenerated by installing certain subsystems]] or repaired by nearby allied ships mounting repair equipment.
7th Oct '15 11:10:24 PM Kadorhal
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Enter the RegeneratingShieldStaticHealth system. In addition to your health, you have some kind of regenerating shield that protects you from a certain amount of damage. When the shield is drained, your health becomes vulnerable.

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Enter the RegeneratingShieldStaticHealth Regenerating Shield, Static Health system. In addition to your health, you have some kind of regenerating shield that protects you from a certain amount of damage. When the shield is drained, your health becomes vulnerable.
23rd Sep '15 4:17:43 PM Saber15
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* ''[[VideoGame/{{X}} X-Universe]]'' - Shields regenerate fairly quickly on small craft, slowly on large craft. The ship's hull does not regenerate, and the only way to repair it is to dock at a shipyard and pay loads of money to get it fixed - or in ''Terran Conflict'' and later games, climb out and use your spacesuit's repair laser to fix it up.

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* ''[[VideoGame/{{X}} X-Universe]]'' - Shields regenerate fairly quickly on small craft, slowly on large craft. The ship's hull does not regenerate, and the only way to repair it is to dock at a shipyard and pay loads of money to get it fixed - or in ''Terran Conflict'' and later games, climb out and use your spacesuit's repair laser to fix it up. In ''Videogame/XRebirth'', capital ships also have SubsystemDamage with individual shields and health; destroying shield projectors will drop the shields for all surrounding parts.
23rd Sep '15 4:06:14 PM Saber15
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* ''Videogame/PlanetSide 2'' has all the foot soldiers wearing personal energy shields. Health has 500 hitpoints, and shields likewise have 500 hitpoints, though the shields can be disabled by EMP. Shields regenerate after 10 seconds outside of combat, though this can be reduced with an suit module. The Heavy Assault trooper has a heavy-duty shield that can be activated on demand, granting increased durability for a short duration before it must recharge. The MAX PoweredArmor and vehicles do not have any self-healing outside of the agonizingly slow Nanite Autorepair upgrades, forcing [=MAXes=] to rely on allied Engineers to repair their armor and for vehicle crews to climb out to repair the vehicle.

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* ''Videogame/PlanetSide 2'' has all the foot soldiers wearing personal energy shields. Health has 500 hitpoints, and shields likewise have 500 hitpoints, though the shields can be disabled by EMP. Shields regenerate after 10 seconds outside of combat, though this can be reduced with an suit module.while health regeneration requires either a Combat Medic's medapp or healing aura, single-use medkits, or gradual healing from base benefits or the Regeneration Implant. The Heavy Assault trooper has a heavy-duty shield that can be activated on demand, granting increased durability for a short duration before it must recharge. The MAX PoweredArmor and vehicles do not have any self-healing outside of the agonizingly slow Nanite Autorepair upgrades, forcing [=MAXes=] to rely on allied Engineers to repair their armor and for vehicle crews to climb out to repair the vehicle.
23rd Sep '15 4:03:53 PM Saber15
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* ''Videogame/PlanetSide 2'' has all the foot soldiers wearing personal energy shields. The shields can absorb a relatively small amount of damage, and take about ten seconds to begin regeneration once out of combat. Health does not (normally) regenerate, and must be healed by a medic's medigun or through his area-of-effect healing equipment; however, possession of a Biolab facility grants very slow regeneration, and the Regeneration Implant restores health outside of combat, but must be sustained by implant chargers. [[PoweredArmor MAX]] armor does not have any shields, and only has armor - meaning that they only way they can be "healed" is by an engineer's repair tool.

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* ''Videogame/PlanetSide 2'' has all the foot soldiers wearing personal energy shields. The Health has 500 hitpoints, and shields likewise have 500 hitpoints, though the shields can absorb a relatively small amount of damage, and take about ten be disabled by EMP. Shields regenerate after 10 seconds to begin regeneration once out of combat. Health does not (normally) regenerate, and must be healed by a medic's medigun or through his area-of-effect healing equipment; however, possession of a Biolab facility grants very slow regeneration, and the Regeneration Implant restores health outside of combat, but though this can be reduced with an suit module. The Heavy Assault trooper has a heavy-duty shield that can be activated on demand, granting increased durability for a short duration before it must be sustained by implant chargers. [[PoweredArmor MAX]] armor does recharge. The MAX PoweredArmor and vehicles do not have any shields, and only has armor - meaning that they only way they can be "healed" is by an engineer's self-healing outside of the agonizingly slow Nanite Autorepair upgrades, forcing [=MAXes=] to rely on allied Engineers to repair tool.their armor and for vehicle crews to climb out to repair the vehicle.
23rd Sep '15 2:18:34 PM Kadorhal
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* 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. Health regenerates to full when not injured for along enough time, except during sword duels where you have to defeat your opponent to gain back any health lost during the duel (since the duels are slow enough that one could otherwise fully heal after every attack, [[GameBreaker which would break them entirely]]).

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* 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. Health In the first game, health regenerates to full when not injured for along a long enough time, except during sword duels where you have to defeat your opponent to gain back any health lost during the duel (since the duels duels, since those are slow enough that one could otherwise fully heal after every attack, [[GameBreaker which would break them entirely]]).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.



** Essentially, the ''{{Franchise/Halo}}'' series has two bars: One for health, and the other for shields (which regenerates after a few seconds, provided you don't get hit). Once the shield is drained, damage affects health, although a powerful enough attack can kill even when the shield isn't completely drained. In ''Halo CE'' and ''ODST'', health can only be replenished with health packs. In all the others, health regenerates, though only to a certain degree in ''Reach''. The health bar is also hidden in ''2'' and ''3''.

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** Essentially, the ''{{Franchise/Halo}}'' series has two bars: One for health, and the other for shields (which regenerates after a few seconds, provided you don't get hit). Once the shield is drained, damage affects health, although a powerful enough attack can kill even when the shield isn't completely drained. In ''Halo CE'' ''Combat Evolved'' and ''ODST'', health can only be replenished with health packs. In all the others, health regenerates, though only to a certain degree in ''Reach''. The health bar is also hidden in ''2'' and ''3''.''3'', but still noticeable (one can take a surprising amount of punishment over a long enough period while waiting for the shield to kick back on).



* ''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.
** 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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* ''PaydayTheHeist'' ''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 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, 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.



* ''Videogame/SyphonFilter'' franchise offer a vatiation of this trope. All of your characters wear flak jackets ([[{{NoGearLevel}} most of the time]]), and taking damage actually [[{{BodyArmorAsHitPoints}} strips off "armor bar"]] (which does not regenerate by itself, but you can always find a spare). When it's gone, however, it's your health that starts taking damage - and keeping with somewhat realistical style of the game, it ''won't regenerate or be replenished in any way'', [[{{HealingCheckpoint}} at least until you finish the mission]].

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* ''Videogame/SyphonFilter'' franchise offer a vatiation variation of this trope. All of your characters wear flak jackets ([[{{NoGearLevel}} ([[NoGearLevel most of the time]]), and taking damage actually [[{{BodyArmorAsHitPoints}} [[BodyArmorAsHitPoints strips off "armor bar"]] (which does not regenerate by itself, but you can always find a spare). When it's gone, however, it's your health that starts taking damage - and keeping with somewhat realistical style of the game, it ''won't regenerate or be replenished in any way'', [[{{HealingCheckpoint}} [[HealingCheckpoint at least until you finish the mission]].
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