History Main / RegeneratingShieldStaticHealth

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.
7th Nov '16 9:04:18 PM Elfkaiser
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* The majority of the playable ''VideoGame/{{Battleborn}}'' characters have shields that passively regenerate while their health remains static and requires other means such as healing and LifeDrain to be restored. Eldrid Battleborn don't use shields though and instead rely on RegeneratingHealth.



* The majority of the playable ''VideoGame/{{Battleborn}}'' characters have shields that passively regenerate while their health remains static and requires other means such as healing and LifeDrain to be restored. Eldrid Battleborn don't use shields though and instead rely on RegeneratingHealth.
7th Nov '16 9:03:46 PM Elfkaiser
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Added DiffLines:

* The majority of the playable ''VideoGame/{{Battleborn}}'' characters have shields that passively regenerate while their health remains static and requires other means such as healing and LifeDrain to be restored. Eldrid Battleborn don't use shields though and instead rely on RegeneratingHealth.
3rd Nov '16 10:39:01 AM WillKeaton
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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 1 point of health, meaning that taking any kind of damage will kill you instantly if your shields are at 0%.

to:

* ''VideoGame/TimeShift'' has this feature similar to Halo; ''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%.
5th Oct '16 5:07:02 PM thatother1dude
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RegeneratingHealth is great from a designer's perspective, because they don't need to worry about players screwing themselves over by draining their health and being unable to handle the next challenge. The downside is some players (and designers) complain it makes things too easy. What to do? Why not have both regular Hit Points and Regenerating Health?

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RegeneratingHealth is great from a designer's perspective, because they don't need to worry about players screwing themselves over by draining their health and being unable to handle the next challenge. The downside is some players (and designers) and designers complain it makes things too easy.homogeneous. What to do? Why not have both regular Hit Points and Regenerating Health?
10th Sep '16 7:11:56 AM thatother1dude
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* In ''VideoGame/{{Titanfall}}'', Titans have something like this, though unlike most examples the shield does not absorb all incoming damage, only some of it. Pilots avert this, however, having straight-up RegeneratingHealth.

to:

* In ''VideoGame/{{Titanfall}}'', Titans in ''VideoGame/{{Titanfall}}'' have something like this, though unlike most examples 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 does not absorb all incoming damage, only some of it. 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 avert this, however, having have straight-up RegeneratingHealth.
21st Aug '16 10:51:26 AM REV6Pilot
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* ''VideoGame/{{Borderlands}}''. There are even shields that also regenerate your health.
** ''VideoGame/{{Borderlands 2}}'' does away with most of the health regeneration shields, instead giving most classes some form of active or passive health regen ability. There are shield manufacturers that provide below average protection while increasing health (Pangolin) or the opposite (Anshin).

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* ''VideoGame/{{Borderlands}}''. There Though there are even shields (from Tediore) that also regenerate your health.
health, even if the shield itself is depleted.
** ''VideoGame/{{Borderlands 2}}'' does away with most of the health regeneration shields, instead giving most classes some form of active or passive health regen ability. There are shield manufacturers that provide below average protection while increasing increase health (Pangolin) plus adaptible elemental resistances (Anshin) or the opposite (Anshin).superb capacity with a reduction to max health (Pangolin).
9th Aug '16 10:42:26 AM UmbrellasWereAwesome
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* ''VideoGame/HaloCombatEvolved''. This was switched to full-on RegeneratingHealth in ''VideoGame/{{Halo 2}}'' and ''VideoGame/{{Halo 3}}'', while ''VideoGame/Halo3ODST'', and ([[UpdatedRerelease naturally]]) ''Halo Anniversary'' use the original system. ''VideoGame/HaloReach'' uses a balance of the two.
** 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 ''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'', 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).

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* ''VideoGame/HaloCombatEvolved''. Every ''Franchise/{{Halo}}'' game has two bars: one for health, and the other for shields. How closely it fits the trope depends on the game:
** ''VideoGame/HaloCombatEvolved'' was one of this trope's main popularizers, with health only restorable by grabbing health packs.
This was is switched to full-on RegeneratingHealth in ''VideoGame/{{Halo 2}}'' and ''VideoGame/{{Halo 3}}'', while ''VideoGame/Halo3ODST'', and ([[UpdatedRerelease naturally]]) ''Halo Anniversary'' use subsequent mainline games, though it took until ''VideoGame/Halo5Guardians'' for players to be able to ''see'' the original system. health bar again.
** ''VideoGame/Halo3ODST'' switches back to ''Combat Evolved''[='s=] system (except shields have been replaced with "Stamina"), as you're playing a normal human instead of a SuperSoldier.
** Prequel
''VideoGame/HaloReach'' uses a balance of the two.
** 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
zig-zags this: Health can kill even when the shield isn't completely drained. In ''Combat Evolved'' and ''ODST'', generate, but only partially; if your health can only be replenished with is almost gone, you're gonna need a 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'', 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).pack.
12th Jul '16 12:54:47 PM 100pointonepercent
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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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