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* In ''[[VideoGame/StarCraftI StarCraft]]'', Terran and Protoss units are displayed with subsystem damage, but this is purely cosmetic. Zerg units don't, instead having their cosmetic damage display as infrared vision.

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* In ''[[VideoGame/StarCraftI StarCraft]]'', the info card at the bottom of the screen displays Terran and Protoss units are displayed and buildings with subsystem damage, color-coded statuses on subsystems which cycle through yellow to red as the unit loses HP, but this is [[SubvertedTrope purely cosmetic. cosmetic]] -- your Zealots won't run slower if their legs aren't OK and a Siege Tank can still fire perfectly fine even if the display shows the cannon in red. This info on where the supposed "damage" occured isn't even tracked when saving a game, it's simply reshuffled on load. Zerg units don't, and buildings have no sub-divisions and are instead having their cosmetic damage display as displayed in infrared vision. that suggests their body temperature drops as they accumulate wounds.



* ''VideoGame/TreasurePlanetBattleAtProcyon'' allows various parts of the ship to be targeted for the purpose of damaging or destroying. Destroyting sails, engines and rudders can cripple mobility, where as destroying sections of the hull can disable weapon banks.

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* ''VideoGame/TreasurePlanetBattleAtProcyon'' allows various parts of the ship to be targeted for the purpose of damaging or destroying. Destroyting Destroying sails, engines and rudders can cripple mobility, where as destroying sections of the hull can disable weapon banks.
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* ''VideoGame/GoddessOfVictoryNikke'': Particularly large Rapture bosses often have weapons that can be targeted separately from the main body. You are ''heavily'' encouraged to shoot these first, as destroying them both prevents their usage and deals massive damage toward the main body.
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[[caption-width-right:297:Some limbs work...but some don't.]]

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[[caption-width-right:297:Some limbs work... but some don't.]]



* ''VideoGame/{{Fallout}}'':

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* ''VideoGame/{{Fallout}}'':''Franchise/{{Fallout}}'':
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* In ''VideoGame/GratuitousSpaceBattles'', a ship's total health is composed of the combined HP of each individual module installed on it. As such, when a ship takes hull damage, components on the ship will take damage independently, and taking heavy damage can and will knock out modules and reduce the ship's performance in battle. It's not uncommon to see ships fleeing the battle due to their weapons being destroyed (usually frigates and fighters due to having less weapons and health) despite the ship's hull being otherwise mostly intact. This can also be observed with shields, which are displayed as a single shield bar, but the individual shield modules can be knocked out independently from damage, which in turn can affect the shield's ability to resist weaker attacks (a ship's shield resistance is equal to that of the strongest shield still active, so if that module is disabled then the ship's shield resistance drops accordingly).

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* As part of ''VideoGame/RimWorld'''s trademark ultra-detailed micromanagement, each individual character, robot, and wild squirrel has a list of body parts that can be injured causing various effects, each of which the game will keep painstaking track of. This system is so detailed as to include damage to individual internal organs and ''scars'' that a character has acquired in their life, and has stat debuffs for each one.
** A character with the flu that gets through a battle with nothing but a destroyed kidney may die days later from impaired immunity.

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* As part of ''VideoGame/RimWorld'''s trademark ultra-detailed micromanagement, each individual character, robot, and wild squirrel has a list of body parts that can be injured causing various effects, each of which the game will keep painstaking track of. This system is so detailed as to include damage to individual internal organs and ''scars'' that a character has acquired in their life, and has stat debuffs for each one.
** A
one. For instance, a character with the flu that gets through a battle with nothing but a destroyed kidney may die days later from impaired immunity.

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Add Rimworld's organ damage


* As part of ''VideoGame/RimWorld'''s trademark ultra-detailed micromanagement, each individual character, robot, and wild squirrel has a list of body parts that can be injured causing various effects, each of which the game will keep painstaking track of. This system is so detailed as to include the individual ''scars'' that a character has acquired in their life, and has stat debuffs for each one.

to:

* As part of ''VideoGame/RimWorld'''s trademark ultra-detailed micromanagement, each individual character, robot, and wild squirrel has a list of body parts that can be injured causing various effects, each of which the game will keep painstaking track of. This system is so detailed as to include the damage to individual internal organs and ''scars'' that a character has acquired in their life, and has stat debuffs for each one.one.
** A character with the flu that gets through a battle with nothing but a destroyed kidney may die days later from impaired immunity.
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* ''VideoGame/JaggedAlliance2'' links hits to certain body parts to stat penalties; getting hit in the arm will cost Dexterity, Agility is lost by getting hit in the legs and headshots cost Wisdom... unless they're powerful enough to overcome whatever helmet the target is wearing, in which case they're almost invariably a OneHitKill, or if you're very lucky a OneHitKO that requires lots of in-game time and resources to patch up. Incidentally, the stat penalties are applied for ''each individual pellet'' when using a shotgun loaded with buckshot, and the v1.13 mod added flechette rounds that are basically the same, but more. Shotguns might not be able to reliably ''kill'' the EliteMooks who start turning up in later stages,but they can sure sign 'em up for the ImperialStormtrooperMarksmanshipAcademy.

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* ''VideoGame/JaggedAlliance2'' ''VideoGame/JaggedAlliance 2'' links hits to certain body parts to stat penalties; getting hit in the arm will cost Dexterity, Agility is lost by getting hit in the legs and headshots cost Wisdom... unless they're powerful enough to overcome whatever helmet the target is wearing, in which case they're almost invariably a OneHitKill, or if you're very lucky a OneHitKO that requires lots of in-game time and resources to patch up. Incidentally, the stat penalties are applied for ''each individual pellet'' when using a shotgun loaded with buckshot, and the v1.13 mod added flechette rounds that are basically the same, but more. Shotguns might not be able to reliably ''kill'' the EliteMooks who start turning up in later stages,but they can sure sign 'em up for the ImperialStormtrooperMarksmanshipAcademy.

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