History Main / SubsystemDamage

22nd Sep '17 12:50:22 PM Morgenthaler
Is there an issue? Send a Message


* In ''NexusTheJupiterIncident'', each ship bigger than a fighter/bomber has subsystems that can be targetted with [[FrickinLaserBeams lasers]] or fighters. As a rule, lasers don't do much damage to DeflectorShields or the hull with a few exceptions. These subsystems include engines (primary and secondary), power plants, FTL drives, shields, and weapons. Alternatively, the hull can be damaged with MagneticWeapons and missiles sufficiently for the ship to be considered lost, starting the evacuation of the crew.

to:

* In ''NexusTheJupiterIncident'', ''VideoGame/NexusTheJupiterIncident'', each ship bigger than a fighter/bomber has subsystems that can be targetted with [[FrickinLaserBeams lasers]] or fighters. As a rule, lasers don't do much damage to DeflectorShields or the hull with a few exceptions. These subsystems include engines (primary and secondary), power plants, FTL drives, shields, and weapons. Alternatively, the hull can be damaged with MagneticWeapons and missiles sufficiently for the ship to be considered lost, starting the evacuation of the crew.
20th Sep '17 8:56:04 PM Amahn
Is there an issue? Send a Message

Added DiffLines:

** ''[[VideoGame/{{Homeworld}} Homeworld: Cataclysm]]'' Had the Mothership's improvements destroyable. Loosing them would reduce the player's ArbitraryHeadcountLimit, prevent firing the superweapon, and/or prevent building larger ships. Although they were not specifically targetable and could only be destroyed by having weapons fire hit them from the right angle.
17th Sep '17 2:07:28 AM SeptimusHeap
Is there an issue? Send a Message


* ''{{ARMA}} 2: Operation Arrowhead'' (a standalone expansion on ''ARMA 2'') introduced this for vehicles to the ''ARMA'' series, allowing damage and effects (i.e. inability to turn properly if a tank's treads are shot up). For the most part this is absent from the base game, where vehicles only have one "subsystem", the Hull itself, though helicopters can also have their propellers taken out of commission either with small arms fire or smacking into the environment during a bad landing.

to:

* ''{{ARMA}} ''VideoGame/{{ARMA}} 2: Operation Arrowhead'' (a standalone expansion on ''ARMA 2'') introduced this for vehicles to the ''ARMA'' series, allowing damage and effects (i.e. inability to turn properly if a tank's treads are shot up). For the most part this is absent from the base game, where vehicles only have one "subsystem", the Hull itself, though helicopters can also have their propellers taken out of commission either with small arms fire or smacking into the environment during a bad landing.
23rd Aug '17 7:11:24 PM thatother1dude
Is there an issue? Send a Message


[[quoteright:297:[[VideoGame/{{Fallout3}} http://static.tvtropes.org/pmwiki/pub/images/subsysfallout_5136.png]]]]

to:

[[quoteright:297:[[VideoGame/{{Fallout3}} [[quoteright:297:[[VideoGame/Fallout3 http://static.tvtropes.org/pmwiki/pub/images/subsysfallout_5136.png]]]]



* The ''VideoGame/{{Fallout}}'' series has locational targeting for both robots and living things (for example: The head, eyes, torso, arms, groin, and legs on anthropoids.) Accuracy, damage, and critical hits are affected by which body part is attacked, but the health of individual body parts aren't tracked. Attacking some extremities will result in an injury (limp, blindness, etc?) which can't be healed without the services of a surgeon.
** ''VideoGame/{{Fallout 3}}'', on the other hand, ''does'' track damage to body parts, though there are no adverse effects until they have been entirely crippled. Crippled arms decrease accuracy, crippled legs decrease running speed, a crippled head causes a concussion halo effect, and a crippled torso amplifies all subsequent damage. They can simply be healed with stimpacks (which your average player tends to stockpile, but your average NPC doesn't) or by [[TraumaInn sleeping in any bed.]] This becomes a life saver when fighting Deathclaws, giant lizards with machete-sized claws, as you can cripple their legs with ease by using the Dart Gun to slow them down to a crawl.
** Hardcore mode for ''VideoGame/FalloutNewVegas'' uses the same body part hit point system as ''Fallout 3'', but makes recovery much harder: limb damage can only be repaired partially by certain items (the uncommon, but craftable, Doctor's Bag, and the addictive chem Hydra) or entirely by an NPC doctor or a bed the player owns. With Hardcore disabled, gameplay is the same as VideoGame/{{Fallout 3}}.
** Although item health has been removed for most weapons and armor, PoweredArmor in ''VideoGame/{{Fallout 4}}'' still has item health for each of its 6 individual armor segments: the helmet, the torso, and the 4 limbs. If any of the parts drops below a certain amount of health, the HeadsUpDisplay will show that particular part in red instead of orange.

to:

* The ''VideoGame/{{Fallout}}'' series has ''VideoGame/{{Fallout}}'':
** ''VideoGame/Fallout1'' and ''VideoGame/Fallout2'' have
locational targeting for both robots and living things (for example: The head, eyes, torso, arms, groin, and legs on anthropoids.) Accuracy, damage, and critical hits are affected by which body part is attacked, but the health of individual body parts aren't tracked. Attacking some extremities will result in an injury (limp, blindness, etc?) etc.) which can't be healed without the services of a surgeon.
** ''VideoGame/{{Fallout 3}}'', ''VideoGame/Fallout3'', on the other hand, ''does'' track damage to body parts, though there are no adverse effects until they have been entirely crippled. Crippled arms decrease accuracy, crippled legs decrease running speed, [[InterfaceScrew a crippled head causes a concussion halo effect, effect]], and a crippled torso amplifies all subsequent damage. They can simply be healed with stimpacks (which your average player tends to stockpile, but your average NPC doesn't) or by [[TraumaInn sleeping in any bed.]] This becomes a life saver when fighting Deathclaws, giant lizards with machete-sized claws, as you can cripple their legs with ease by using the Dart Gun to slow them down to a crawl.
** Hardcore mode for ''VideoGame/FalloutNewVegas'' uses the same body part hit point system as ''Fallout 3'', but makes recovery much harder: limb damage can only be repaired partially by certain items (the uncommon, but craftable, Doctor's Bag, and the addictive chem Hydra) or entirely by an NPC doctor or a bed the player owns. With Hardcore disabled, gameplay is the same as VideoGame/{{Fallout 3}}.
''3''.
** Limb damage in ''VideoGame/Fallout4'' mostly works as in ''3'', but crippled limbs are always [[AfterCombatRecovery restored to 1 HP after combat]]. Although item health has been removed for most weapons and armor, PoweredArmor in ''VideoGame/{{Fallout 4}}'' still has item health for each of its 6 individual armor segments: the helmet, the torso, and the 4 limbs. If any of the parts drops below a certain amount of health, the HeadsUpDisplay will show that particular part in red instead of orange.
12th Aug '17 10:10:39 AM nombretomado
Is there an issue? Send a Message


* In ''{{Starlancer}}'', targetting subsystems on capital ships is necessary to successfully destroy them. The affected parts of the ship actually blow up, deforming the ship.
** The sequel ''{{Freelancer}}'' allows you to ''target'' subsystems on any ship (even a tiny fighter), but you can't actually destroy them. The fact that you can target them probably means they planned to add this functionality at some point but decided not to. Of course, this would make killing battleships even easier than it already is for a single fighter. In the campaign, you single-handedly wipe out a good chunk of the Rheinland fleet.

to:

* In ''{{Starlancer}}'', ''VideoGame/{{Starlancer}}'', targetting subsystems on capital ships is necessary to successfully destroy them. The affected parts of the ship actually blow up, deforming the ship.
** The sequel ''{{Freelancer}}'' ''VideoGame/{{Freelancer}}'' allows you to ''target'' subsystems on any ship (even a tiny fighter), but you can't actually destroy them. The fact that you can target them probably means they planned to add this functionality at some point but decided not to. Of course, this would make killing battleships even easier than it already is for a single fighter. In the campaign, you single-handedly wipe out a good chunk of the Rheinland fleet.
20th Jun '17 12:21:17 PM Abodos
Is there an issue? Send a Message


* As part of ''VideoGame/RimWorld'''s trademark ultra-detailed micromanagment, 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 aquired in their life, and has stat debuffs for each one.

to:

* As part of ''VideoGame/RimWorld'''s trademark ultra-detailed micromanagment, 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 aquired in their life, and has stat debuffs for each one.


Added DiffLines:

* The [[MechaMooks Guardians]] in ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' work this way. Destroying a Guardian Stalker's legs or a Guardian Skywatcher's propellers will reduce their mobility or even completely immobilize them save for their laser turrets.
11th Jun '17 5:06:13 PM nombretomado
Is there an issue? Send a Message


* In the rare case that an ''{{X-COM}}'' soldier hasn't been instantly killed by whatever hit him, the body part that wound up getting hit suffers from this. Though damage may be spread across the head, torso, and individual arms and legs, the most common malaise is sending a RedShirt's accuracy [[ImperialStormtrooperMarksmanshipAcademy even further into the toilet]].

to:

* In the rare case that an ''{{X-COM}}'' ''VideoGame/XCom'' soldier hasn't been instantly killed by whatever hit him, the body part that wound up getting hit suffers from this. Though damage may be spread across the head, torso, and individual arms and legs, the most common malaise is sending a RedShirt's accuracy [[ImperialStormtrooperMarksmanshipAcademy even further into the toilet]].
8th Jun '17 2:49:48 AM jormis29
Is there an issue? Send a Message


* In the ''Manga/{{Area 88}}'' shoot-em-up (released as ''U.N. Squadron'' in the US), several bosses have weapons that can be disabled by shooting them. In fact, the crew of the battleship ''Minks'' will scuttle the ship if she loses all four turrets.

to:

* In the ''Manga/{{Area ''VideoGame/{{Area 88}}'' shoot-em-up (released as ''U.N. Squadron'' in the US), several bosses have weapons that can be disabled by shooting them. In fact, the crew of the battleship ''Minks'' will scuttle the ship if she loses all four turrets.
16th May '17 7:30:46 PM nombretomado
Is there an issue? Send a Message


* Hierarchy Walkers in ''UniverseAtWar'' have individual hardpoints that can be attacked. Only by destroying all the hard points blocking the core and the core can they be destroyed. Also, the attachments on hardpoints (such as turrets, production enhancing upgrades, and repair chambers) can all be individually targeted.

to:

* Hierarchy Walkers in ''UniverseAtWar'' ''VideoGame/UniverseAtWar'' have individual hardpoints that can be attacked. Only by destroying all the hard points blocking the core and the core can they be destroyed. Also, the attachments on hardpoints (such as turrets, production enhancing upgrades, and repair chambers) can all be individually targeted.
16th Apr '17 12:31:08 PM nombretomado
Is there an issue? Send a Message


* The ''SpaceEmpires'' games are made of this trope - a ship is destroyed when and only when all of its components are destroyed. Though in later games, it was more like when all ''internal'' components are destroyed - if you used armor piercing weapons, you could destroy a ship without destroying any of its armor! (Except in unpatched versions of the fifth game, in which using exclusively armor piercing weapons made it ''completely impossible'' to destroy an armored ship, since you did in fact have to destroy the armor as well!)

to:

* The ''SpaceEmpires'' ''VideoGame/SpaceEmpires'' games are made of this trope - a ship is destroyed when and only when all of its components are destroyed. Though in later games, it was more like when all ''internal'' components are destroyed - if you used armor piercing weapons, you could destroy a ship without destroying any of its armor! (Except in unpatched versions of the fifth game, in which using exclusively armor piercing weapons made it ''completely impossible'' to destroy an armored ship, since you did in fact have to destroy the armor as well!)
This list shows the last 10 events of 253. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.SubsystemDamage