History Main / SubsystemDamage

27th May '16 2:00:44 PM Quanyails
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* A similar mechanic to ''JA2'' is used in ''SilentStorm''. Your soldiers are able to target specific body parts (but only if you have a keyboard with a number pad, so good luck laptop-users). Hitting an arm will affect accuracy, hitting a leg will affect walking speed, and hitting the head can cause temporary blindness or deafness. Each hit can also cause wounds that will deal persistant damage every turn until healed.

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* A similar mechanic to ''JA2'' ''Jagged Alliance 2'' is used in ''SilentStorm''. Your soldiers are able to target specific body parts (but only if you have a keyboard with a number pad, so good luck laptop-users). Hitting an arm will affect accuracy, hitting a leg will affect walking speed, and hitting the head can cause temporary blindness or deafness. Each hit can also cause wounds that will deal persistant damage every turn until healed.
3rd Apr '16 3:07:27 PM RisefromYourGrave
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* Some driving games, such as the ''ForzaMotorsport'' and ''TOCA'' series, have damageable vehicle subsystems, impairing your vehicle's performance according to whatever has been damaged. In ''Forza'', getting rear ended could damage your rear spoiler, or wreck your engine if you have a rear or center mounted engine. Bottoming out your suspension will quickly ruin your shocks and springs, affecting your handling. Taking side impacts will cause your alignment to get screwed up, forcing you to constantly steer in one direction to drive forwards. All of the damage except for body damage and downforce damage can be [[HealThyself repaired in the pitstops]], however.

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* Some driving games, such as the ''ForzaMotorsport'' ''VideoGame/{{Forza}}'' and ''TOCA'' series, have damageable vehicle subsystems, impairing your vehicle's performance according to whatever has been damaged. In ''Forza'', getting rear ended could damage your rear spoiler, or wreck your engine if you have a rear or center mounted engine. Bottoming out your suspension will quickly ruin your shocks and springs, affecting your handling. Taking side impacts will cause your alignment to get screwed up, forcing you to constantly steer in one direction to drive forwards. All of the damage except for body damage and downforce damage can be [[HealThyself repaired in the pitstops]], however.
22nd Mar '16 7:00:09 PM TheDoomSong
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* ''VideoGame/StarTrekStarfleetCommand'' lets you knock down an enemy's shields and beam commandos on-board to knock out subsystems. Ships generally don't blow up until they've lost so much functionality that they're reduced to drifting pieces of junk.

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* ''VideoGame/StarTrekStarfleetCommand'' lets you knock down an enemy's shields and beam commandos on-board to knock out subsystems. Ships generally don't blow up until they've lost so much functionality that they're reduced to drifting pieces of junk. In the third game you could also target sub-systems directly with your weapons. Any damage that got past shields would be applied to the sub-system (or wasted if it missed), and you could target every sub-system on the ship, which allowed you to knock out its engines (the warp drive is especially good to target because it supplies power to the ship, meaning damaging/destroying it would also drop the shields, kill motive function, and silence the weapons, leaving the target ripe for destruction or capture). Target sub-systems also lowered the amount of enemy marines/crew without risking destroying the ship, making capturing the ship much easier.
17th Mar '16 9:30:28 AM 20person
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** 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.
3rd Mar '16 3:22:52 PM NikoMoldova
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* ''VideoGame/DwarfFortress'' does this for every living organism except vermin, tracking damage on down to individual fingers, toes, teeth, entrails, layers of skin, and even nervous tissue. In certain earlier editions, damage would be done without taking into account surrounding organs. It was at one point perfectly possible to take both of someone's ears off with a single arrow without hurting the head in-between.
** This means that a creature is almost NighInvulnerable if it doesn't bleed and has no brain to destroy, with the only possible way to kill such creatures being [[DecapitationRequired decapitation]], [[HalfTheManHeUsedToBe bodily bisection]], or drowning. Unless it's made of a very fragile material, like [[ElementalEmbodiment fire]], in which case it becomes a OneHitPointWonder.

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* ''VideoGame/DwarfFortress'' does this for every living organism except vermin, tracking damage on down to individual fingers, toes, teeth, entrails, layers of skin, and even nervous tissue. In certain earlier editions, damage would be done without taking into account surrounding organs. It was at one point perfectly possible to take both of someone's ears off with a single arrow without hurting the head in-between.
in-between. Injuries that heal over time might also leave scars, which appear in the appearance description.
** This means that a creature is almost NighInvulnerable if it doesn't bleed and has no brain to destroy, with the only possible way to kill such creatures being [[DecapitationRequired decapitation]], [[HalfTheManHeUsedToBe bodily bisection]], or drowning.drowning (assuming it's 'alive'; undead are another matter). Unless it's made of a very fragile material, like [[ElementalEmbodiment fire]], in which case it becomes a OneHitPointWonder.


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** Certain injuries can disable body parts without crushing or dismembering them. Notably, recent versions allow breaking the spine to cause paralysis.
** Wounds to the lower torso can cause guts to fall out. These can be attacked or pinched, but Toady has expressed interest in allowing you to drag people around and strangle them by their intestines.
16th Feb '16 7:15:01 PM NativeJovian
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* In ''VideoGame/BushidoBlade'', you can get your limbs severed, affecting your combat capabilities in the following stages.

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* In ''VideoGame/BushidoBlade'', you can get your ''VideoGame/BushidoBlade'' uses this in lieu of a LifeMeter; a character's head, torso, and limbs severed, affecting and limbs all take damage individually. Wounding a leg drops you to one knee, while wounding an arm makes your combat capabilities in attacks slower and weaker. Taking a solid hit to the following stages.head or torso is usually a OneHitKill.
27th Jan '16 8:00:51 AM TheAntiTed
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* VideoGame/WorldOfWarships has both Subsystem Damage and Main/CriticalExistenceFailure in the same game. A ship's steering, engines, and individual main gun turrets can be temporarily disabled. Turrets, torpedo mounts, and anti-air mounts can all be permanently destroyed, as well. The ship can be lit on fire in four different places, and also flood. However, (except for fire and flooding) all of these things do not necessarily affect the ship's hit point total. The ship only sinks once its HP reach zero.
12th Jan '16 4:15:35 PM Stealth
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* A variation in ''VideoGame/MechCommander.'' You can instruct your pilots to focus their fire on specific parts of an opponent, such as targeting arms to remove weapons, targeting legs to cripple the enemy's movement, or trying for the (more difficult than normal) headshot to take an opponent out instantly. At the same time, units can suffer varying types of damage as their internal structure is damaged--losing electronics, mobility, or weapons as various parts of the 'Mech are damaged. Vehicles aren't affected by this, as taking out any one portion of a tank will destroy it.
21st Dec '15 11:44:36 PM jormis29
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* ''VideoGame/{{Homeworld}} 2'' both uses and subverts this. Capital ships have subsystems like engines and guns, but they also have a HitPoints meter, depleting which causes CriticalExistenceFailure regardless of the status of their subsystems.

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* ''VideoGame/{{Homeworld}} 2'' ''VideoGame/{{Homeworld 2}}'' both uses and subverts this. Capital ships have subsystems like engines and guns, but they also have a HitPoints meter, depleting which causes CriticalExistenceFailure regardless of the status of their subsystems.
16th Dec '15 5:29:52 AM Morgenthaler
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* {{Ammo}} breaths this trope. Every physical damage has to blow at least one of the target fighting characteristics (Strengh, Agility, Combat, Aim, Sense or Reflexes) before reaching the Costitution; it works like ablative armor. Damaged characteristics (up to zero) are a pain, as they are summed to the dice throw for specific action. Zeroed Aim means crap shots, zeroed Strengh lower your melee damage, and so on. Still, even a PG with all zeroed characteristic but positive Costitution is alive and kicking (only, badly).
* ''StickGuy'' damages one body part per successful attack. Damage to the head or the torso is guaranteed lethal, while damaging limbs just provides penalties. Limbs can be healed by sacrificing experience points.

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* {{Ammo}} ''TabletopGame/{{Ammo}}'' breaths this trope. Every physical damage has to blow at least one of the target fighting characteristics (Strengh, Agility, Combat, Aim, Sense or Reflexes) before reaching the Costitution; it works like ablative armor. Damaged characteristics (up to zero) are a pain, as they are summed to the dice throw for specific action. Zeroed Aim means crap shots, zeroed Strengh lower your melee damage, and so on. Still, even a PG with all zeroed characteristic but positive Costitution is alive and kicking (only, badly).
* ''StickGuy'' ''TabletopGame/StickGuy'' damages one body part per successful attack. Damage to the head or the torso is guaranteed lethal, while damaging limbs just provides penalties. Limbs can be healed by sacrificing experience points.
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