History Main / SubsystemDamage

19th Feb '18 2:17:52 PM FrosthawkSDK
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* In ''[[VideoGame/StarCraftI StarCraft]]'', units are displayed with subsystem damage, but this is purely cosmetic.

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* In ''[[VideoGame/StarCraftI StarCraft]]'', Terran and Protoss units are displayed with subsystem damage, but this is purely cosmetic.cosmetic. Zerg units don't, instead having their cosmetic damage display as infrared vision.
8th Feb '18 6:21:12 PM Lopiny
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** {{Zombies}} explicitly used a HitPoint system, to prevent them from being NighInvulnerable. This was a placeholder until Toady One implemented a system for attacks to gradually "pulp" flesh into tissue that even a zombie can't use. The same also applied to non-organic parts, which similarly collapse into unusable scraps.
*** Pulping has been implemented, making blunt weapons essential for defending a fort where attacks by the undead are expected. The goal is to mangle a body part so bad it can't be reanimated, and not separate the parts for individual reanimation (It's frightening when you cut off a zombie's arm and then you continue the fight a bit, only to be attacked from behind by the arm you cut off).

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** {{Zombies}} explicitly used a HitPoint system, to prevent them from being NighInvulnerable. This was a placeholder until Toady One implemented a system for attacks to gradually "pulp" flesh into tissue that even a zombie can't use. The same also applied to non-organic parts, which similarly collapse into unusable scraps.\n
*** Pulping has been implemented, making blunt weapons essential for defending a fort where attacks by the undead are expected. The goal is to mangle a body part so bad it can't be reanimated, and not separate the parts for individual reanimation (It's frightening when you cut off a zombie's arm and then you continue the fight a bit, only to be attacked from behind by the arm you cut off). Of course, the same applies to non-organic materials and parts made from them; pounding on a Bronze Colossus' head will eventually make it collapse into scrap, ending its rampage.
8th Feb '18 6:19:33 PM Lopiny
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** 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 (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.
** {{Zombies}} explicitly use a HitPoint system, to prevent them from being NighInvulnerable. This is supposed to just be a placeholder until Toady One implements a system for attacks to gradually "pulp" flesh into tissue that even a zombie can't use.

to:

** 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 (assuming it's 'alive'; undead are another matter).matter) or simply [[DeathOfAThousandCuts pummeling it over several hours/days/weeks until a vital part collapses into a pulp]]. Unless it's made of a very fragile material, like [[ElementalEmbodiment fire]], in which case it becomes a OneHitPointWonder.
** {{Zombies}} explicitly use used a HitPoint system, to prevent them from being NighInvulnerable. This is supposed to just be was a placeholder until Toady One implements implemented a system for attacks to gradually "pulp" flesh into tissue that even a zombie can't use.use. The same also applied to non-organic parts, which similarly collapse into unusable scraps.
19th Jan '18 4:55:44 AM Cryoclaste
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* ''VideoGame/SuperRobotWarsGC'' (and its XBox re-release) uses this, with a main HP bar representing the mech's body, and three smaller HP bars for the head, arms and legs (controls, weapons and engines respectively, for non-humanoid units). Damaging/destroying these separate parts caused reductions in the target's accuracy and evasion, weapon damage and movement area respectively, but could only be targeted specifically if the attacker has certain skills, uses certain spells, or is smaller than the target (and if the attacker is small enough, can ONLY target these parts until they're all destroyed). Interestingly enough this mechanic has ONLY appeared in this game in the franchise, presumably as idle experimentation since Nintendo aren't developer Banpresto's main 'client' for these games.

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* ''VideoGame/SuperRobotWarsGC'' (and its XBox Xbox re-release) uses this, with a main HP bar representing the mech's body, and three smaller HP bars for the head, arms and legs (controls, weapons and engines respectively, for non-humanoid units). Damaging/destroying these separate parts caused reductions in the target's accuracy and evasion, weapon damage and movement area respectively, but could only be targeted specifically if the attacker has certain skills, uses certain spells, or is smaller than the target (and if the attacker is small enough, can ONLY target these parts until they're all destroyed). Interestingly enough this mechanic has ONLY appeared in this game in the franchise, presumably as idle experimentation since Nintendo aren't developer Banpresto's main 'client' for these games.
8th Jan '18 9:57:41 PM DirtyHarry44Magnum
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* ''VideoGame/TreasurePlanetBattleAtProcyon'' allows various parts of the ship to be targetted 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.
11th Dec '17 10:44:58 AM Classified
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* ''VideoGame/TheSurge'' features individual limb targeting. Attacking unarmored body parts does more damage, and using a [[AnArmAndALeg limb-severing]] FinishingMove lets you loot weapons and armor.
22nd Sep '17 12:50:22 PM Morgenthaler
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* 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.

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* 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
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** ''[[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
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* ''{{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.

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

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[[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.

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* 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.
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