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* ''VideoGame/{{Gungrave}}'' uses a shield and health gauge. A little variation is that there are no health packs in a stage. Healing is done by racking up as much destruction ("Jackpot") as possible with your [[LimitBreak Demolition Shots]].

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* ''VideoGame/{{Gungrave}}'' uses a shield and health gauge. A little variation is that there are no health packs in a stage. Healing consumes a stock from the same bar that is done used to activate [[LimitBreak Demolition Shots]].
** The sequel, ''Overdose'', changes the mechanic. Using a [[LimitBreak Demolition Shot]] restores your shields depending on the technique's level (which also determines the amount of Demolition bars it consumes); but it also restores your health
by racking up as much a certain amount depending to the amount of destruction ("Jackpot") as possible with your [[LimitBreak Demolition Shots]].that you managed to rack out from said Shot.
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** [[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 that lets you run really 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, or get attacked by a large firing squad, which is a frequent occurrence; or Heavy Armor, which gives you noticeably better protection, but makes you a slower, more easily-spotted tank who can't dodge at all. However, the skillsets can change this up - there are now skills that regenerate 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, perks that sacrifice health to make your armor stronger, etc.

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** [[VideoGame/{{PAYDAY 2}} The sequel]] uses conventional regenerating armour and static health, without your armor becoming less effective as your health is taken away, though it also has a 'dodge' mechanic where shots that do hit you can be ignored anyway. You essentially have two options - light armor that lets you run really fast, be less noticeable in stealth, and even dodge a few bullets (both from the dodge mechanic and ''actually'' dodging bullets, since enemies are less accurate at low detection ratings), but you're essentially dead if you stop moving, if someone sneaks up on you, or you get attacked by a large firing squad, which is a frequent occurrence; or Heavy Armor, which gives you noticeably better protection, but makes you a slower, more easily-spotted tank who can't dodge at all. all and can't move quickly to keep ahead of large groups of enemies or close to the team. However, the skillsets can change this up - there are now skills that regenerate 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, perks that sacrifice total health to make your armor stronger, etc.
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* The ''VideoGame/XWing'' and ''VideoGame/TieFighter'' series, though you have to manage power between shield regeneration, laser recharge, and engine 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.

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* The ''VideoGame/XWing'' and ''VideoGame/TieFighter'' series, though you have to manage power between shield regeneration, laser recharge, and engine 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 Playing as the Empire though, your standard makes it better and worse, as most of their craft usually doesn't come with any ''don't'' get shields to begin with, so - so, tough luck there.if you get hit - but the ones that do usually also have an extra beam of some variety, [[GoodBadBugs which comes with its own power supply that you can dump into the other systems]], allowing for increased shield and laser recharge without impacting your normal top speed.
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** ''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 increase health plus adaptible elemental resistances (Anshin) or superb capacity with a reduction to max health (Pangolin).

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** ''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 increase health plus adaptible adaptable elemental resistances (Anshin) or superb capacity with a reduction to max health (Pangolin).



** [[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 that lets you run really 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, or get attacked by a large firing squad, which is a frequent occurrence; or Heavy Armor, which gives you noticeably better protection, but makes you a slower, more easily-spotted tank who can't dodge at all. However, the skillsets can change this up - there are now skills that regenerate 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.

to:

** [[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 that lets you run really 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, or get attacked by a large firing squad, which is a frequent occurrence; or Heavy Armor, which gives you noticeably better protection, but makes you a slower, more easily-spotted tank who can't dodge at all. However, the skillsets can change this up - there are now skills that regenerate 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, perks that sacrifice health to make your armor stronger, etc.



* 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--exact in the singleplayer, where BT's shield works as in the first game (and a battery is a 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--exact Titan -- except in the singleplayer, where BT's shield works as in the first game (and a battery is a HealingPotion the Titan itself can pick up). Pilots in both games have straight-up RegeneratingHealth.
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* ''[[{{AnnoDomini}} Anno 2070]]'': Shields work like this, but the only way to get a shield is to equip a unit with an appropriate item, which has to charge itself up after activation. At the same time, you could equip them with self-repair items, which repair at about the same rate. And the shields are rather small, too (standard shield items have a value of 50 or 80, compared to 350 to 800 HP on ships).

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* ''[[{{AnnoDomini}} ''[[VideoGame/AnnoDomini Anno 2070]]'': Shields work like this, but the only way to get a shield is to equip a unit with an appropriate item, which has to charge itself up after activation. At the same time, you could equip them with self-repair items, which repair at about the same rate. And the shields are rather small, too (standard shield items have a value of 50 or 80, compared to 350 to 800 HP on ships).
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* In ''VideoGame/{{Sundered}}'', the player character quickly unlocks a regenerating shield to shore up their static health. The shield regenerates at a fixed rate after a short delay, and the player can spend [[ExperiencePoints Shards]] to both reduce that delay and improve the shield’s durability and regeneration rate. Certain enemies have their own regenerating shields that must be broken before their health can be depleted.
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* ''VideoGame/TransformersFallOfCybertron'' plays this completely straight.
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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.
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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.

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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.
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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.
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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.
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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.

to:

* 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.
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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.
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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.

to:

* 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.
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None


* 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.

to:

* 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.
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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.

to:

* ''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%.

to:

* ''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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* 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.
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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.
Is there an issue? Send a MessageReason:
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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%.
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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?
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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.

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* 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.
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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).

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Reorganizing.


* ''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.
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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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Actually, if they don't have the regenerating shield, this becomes unrelated Fridge Brilliance for the game.


* 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.

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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.
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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.
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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.
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Added namespaces.


* ''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.

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