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* In Flying Saucer, obscure flying simulator, your alien spaceship can sometimes malfunction in a funny way due to subsystem damage.
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* In the space combat portion of ''StarWarsEmpireAtWar'', most capital ships and space stations have targetable subsystems for almost any system: each individual weapon, shield generator, engine, and hangar. In fact, the only way to destroy a ship is to destroy all subsystems. The ships show realistic damage when subsystems are blown up. Normally, ships have to take down shields first before targetting subsystems, but torpedoes and mass drivers easily pass through shields.

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* In the space combat portion of ''StarWarsEmpireAtWar'', ''StarWars: EmpireAtWar'', most capital ships and space stations have targetable subsystems for almost any system: each individual weapon, shield generator, engine, and hangar. In fact, the only way to destroy a ship is to destroy all subsystems. The ships show realistic damage when subsystems are blown up. Normally, ships have to take down shields first before targetting subsystems, but torpedoes and mass drivers easily pass through shields.
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* ''SwordOfTheStars'' allows you to knock off turrets and ship sections for destroyers and cruisers, but dreadnoughts play CriticalExistenceFailure straight.

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* ''SwordOfTheStars'' allows you to knock off turrets and for all ship classes, as well as individual ship sections for destroyers and cruisers, but dreadnoughts play CriticalExistenceFailure straight.
cruisers.
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* ''SwordOfTheStars'' allows you to knock off turrets and ship sections for destroyers and cruisers, but dreadnoughts play CriticalExistenceFailure straight.
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* In the space combat portion of ''StarWarsEmpireAtWar'', most capital ships and space stations have targetable subsystems for almost any system: each individual weapon, shield generator, engine, and hangar. In fact, the only way to destroy a ship is to destroy all subsystems. The ships show realistic damage when subsystems are blown up. Normally, ships have to take down shields first before targettijf subsystems, but torpedoes and mass drivers easily pass through shields.

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* In the space combat portion of ''StarWarsEmpireAtWar'', most capital ships and space stations have targetable subsystems for almost any system: each individual weapon, shield generator, engine, and hangar. In fact, the only way to destroy a ship is to destroy all subsystems. The ships show realistic damage when subsystems are blown up. Normally, ships have to take down shields first before targettijf targetting subsystems, but torpedoes and mass drivers easily pass through shields.
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* Been part of the ''WWE SmackdownVsRaw'' wrestling games, allowing you to focus your moves on a specific area. Though this doesn't reduce opponents mobility, they are far more likely to submit via a hold that targets a badly injured area, than one that has taken no damage. similarly they're unlikely to get properly pinned unless there torso has been severly injured, making focusing on a specific body part a key strategy of winning quickly.
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* Many of the larger enemies in ''{{Einhander}}'' have multiple parts and weapons that can be damaged. Destroying certain parts of an enemy ''may'' bring it down, but it's safer to just go for their cockpit as it's their weakest spot. Plus, it's generally not a good idea to attack enemy weapon pods as you might actually destroy the want you want to obtain.
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* In ''NeedForSpeed'' Most Wanted, during a police chase, if you somehow manage to get exactly one tire blown out by spike strips, you will lose some acceleration and speed. Two or more out, though, and you are busted.
* The DOS game Lightspeed: Interstellar Action and Adventure has an "engine room" where you can store and apply various components to Screen Generator, Blaster Turret, Spindrive, Main Gun and Thruster systems. Each time you are hit, a component from a random system gets destroyed, which can have the following effects:
** Reduced probability of the screen generator deflecting an attack.
** A blaster only being able to give off three shots in a row before overheating, or ceasing to function completely.
** Loss of interstellar travel fuel efficiency
** The main gun taking longer to charge, or doing less damage
** Loss of engine speed
** The closest the game comes to having your ship destroyed is when your navigator gets destroyed and you have no more in stock. It's always the last to go, though. When this happens, you have to use your escape pod to return to base, and you lose a ton of game time waiting for a new ship.
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Added Steve Jackson\'s \"Ogre\" as an example



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* The titular tank in Steve Jackson's ''Ogre'' contains elements of this. While the typical [[CannonFodder army units]] [[OneHitPointWonder die from single hits]], you can target the Ogre tank's weapons to knock out its offensive capabilities, or take out its treads so it can't move. Paralyzing the Ogre is usually the only way for an army to win since it's otherwise horrendously tough and can still [[TheJuggernaut ram the army's Command Post to destroy it]] (weapons or no).



* ''SecondSight'' (StealthBasedGame) and ''{{Penumbra}}'' (AdventureGame with a dash of SurvivalHorror) both use the most basic form, with the main character limping when injured.

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* ''SecondSight'' (StealthBasedGame) (StealthBasedGame)he and ''{{Penumbra}}'' (AdventureGame with a dash of SurvivalHorror) both use the most basic form, with the main character limping when injured.

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* In [[{{MetalGearSolid4}} Metal Gear Solid 4]], shooting an enemy in the leg will cause them to limp. Arm injuries will cause his hands to shake and decrease their firing accuracy. [[BoomHeadshot Headshots are always fatal]] unless they're wearing helmets.

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* In [[{{MetalGearSolid4}} Metal ''{{Metal Gear Solid 4]], 4}}'', shooting an enemy in the leg will cause them to limp. Arm injuries will cause his hands to shake and decrease their firing accuracy. [[BoomHeadshot Headshots are always fatal]] unless they're wearing helmets.



* Isaac of DeadSpace moves with a lot of gasping, grunting and limping when seriously injured.

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* Isaac of DeadSpace ''DeadSpace'' moves with a lot of gasping, grunting and limping when seriously injured. injured.
* This is a major gameplay mechanic in ''WorldOfTanks'', where you can hit specific subsystems on opposing tanks (their treads, fuel tank, engine, ammo rack, etc.) and preventing them from functioning properly until their crew fixes it (and you even have a chance of incapacitating a crewman). This is especially important if your gun lacks penetrating power or just doesn't do enough damage, like if a light tank goes up against a heavy, the light tank can cripple the heavy tank until it's allies can come along and finish the job.
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** And, in certain earlier editions, without taking into account surrounding tissue. 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.
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** ''{{Fallout 3}}'', on the other hand, ''does'' track damage to body parts. And they can simply be healed with stimpacks.

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** ''{{Fallout 3}}'', on the other hand, ''does'' track damage to body parts. And they can simply be healed with stimpacks.stimpacks (which your average player tends to stockpile, but your average NPC doesn't).
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* ''Colosseum: Road to Freedom''; part of the HUD showed a figure, which would start out colored green. If the hero was attacked on his right arm, the figure's arm's color would change, from green to yellow to red. If a leg was hurt beyond red, the hero's speed would decrease dramatically. If it was the arm, he could no longer attack or defend with it. Lose too many use of limbs, or lose the torso and head, and you'd lose the match.

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** The final sequel, ''X-Wing Alliance'', had an even more improved system, allowing individual turbolaser turrets to be taken off capital ships, as well as nearly every subsystem. Taking enough time, one could completely strip a ship down to little more than a hull floating in space. *** Given even more time and a fighter with strong enough shields to withstand a few turret shots, it's possible to single-handedly disable enough weapons that a capital ship can no longer hurt you. Then you can disable the engines so it sits still in space, and then you rest an object on the fire button, go drink a coffee, and return to your ship firing lasers at nothing, the capital ship now reduced to a few chunks of hull floating around.

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** The final sequel, ''X-Wing Alliance'', had an even more improved system, allowing individual turbolaser turrets to be taken off capital ships, as well as nearly every subsystem. Taking enough time, one could completely strip a ship down to little more than a hull floating in space. space.
*** Given even more time and a fighter with strong enough shields to withstand a few turret shots, it's possible to single-handedly disable enough weapons that a capital ship can no longer hurt you. Then you can disable the engines so it sits still in space, and then you rest an object on the fire button, go drink a coffee, and return to your ship firing lasers at nothing, the capital ship now reduced to a few chunks of hull floating around.
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** The final sequel, ''X-Wing Alliance'', had an even more improved system, allowing individual turbolaser turrets to be taken off capital ships, as well as nearly every subsystem. Taking enough time, one could completely strip a ship down to little more than a hull floating in space.

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** The final sequel, ''X-Wing Alliance'', had an even more improved system, allowing individual turbolaser turrets to be taken off capital ships, as well as nearly every subsystem. Taking enough time, one could completely strip a ship down to little more than a hull floating in space. *** Given even more time and a fighter with strong enough shields to withstand a few turret shots, it's possible to single-handedly disable enough weapons that a capital ship can no longer hurt you. Then you can disable the engines so it sits still in space, and then you rest an object on the fire button, go drink a coffee, and return to your ship firing lasers at nothing, the capital ship now reduced to a few chunks of hull floating around.
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* ''DeusEx'' has separate health for each body part of an entity. As each is damaged, a corresponding change occurs (you're weakened and can't aim as well, you can't run or can only crawl, your vision is murky, etc?) and can you choose to heal individual body parts.

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* ''DeusEx'' has separate health for each body part of an entity. As each is damaged, a corresponding change occurs (you're weakened and occurs: if your arms are hit you can't aim as well, well or use two-handed weapons, if your legs are hit you can't run or (or you can only crawl, crawl if both are "dead"), if your head is hit your vision is murky, etc?) and becomes murky. You can you also choose to heal individual body parts.
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** Actually, the HitPoints are an indicator of hull integrity as a whole. Damage it enough, and explosive decompression leads to ExplosionsInSpace
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+LostSoulsMUD

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* ''LostSoulsMUD'' has limb-based hit points, and you can get mental disorders from being smacked in the head.
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* ''G-Nome'', a game about HumongousMecha, tracks damage to the various parts of your mecha. These being bipedal or quadrupedal vehicles, losing a leg is as immediately fatal as losing the cockpit.



* ''DwarfFortress'' does this for every living organism except vermin, tracking damage on down to individual fingers, toes, and organs.

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* ''DwarfFortress'' does this for every living organism except vermin, tracking damage on down to individual fingers, toes, organs, and organs.even nervous tissue.
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* 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.
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* In the space combat portion of ''StarWarsEmpireAtWar'', most capital ships and space stations have targetable subsystems for almost any system: each individual weapon, shield generator, engine, and hangar. In fact, the only way to destroy a ship is to destroy all subsystems. The ships show realistic damage when subsystems are blown up. Normally, ships have to take down shields first before targettijf subsystems, but torpedoes and mass drivers easily pass through shields.
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* The ''StarTrekTextGame'', possibly the UrExample from 1971. Warp drive, phasers, torpedo tubes, targeting computer, and sensors could all be knocked out by enemy fire.
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** And destroying the warp core/Power plant kills a ship/station outright even if they are probably over %50 percent integrity

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** And destroying the warp core/Power plant kills a ship/station outright even if they are probably over %50 50% percent integrity
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** And destroying the warp core/Power plant kills a ship/station outright even if they are probably over %50 percent integrity
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* Isaac of DeadSpace moves with a lot of gasping, grunting and limping when seriously injured.
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Eliminated some Rouge Angles Of Satin


* The ''{{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 effected 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.

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* The ''{{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 effected 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.

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* ''Star Raiders'' (1979) was one of the earliest examples of this. Your ship's shields, engines, weapons, targeting computer, and scanners could be damaged or outright destroyed.

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* ''Star Raiders'' ''StarRaiders'' (1979) was one of the earliest examples of this. Your ship's shields, engines, weapons, targeting computer, and scanners could be damaged or outright destroyed.destroyed.
** To be fair, the game would never destroy a combination of systems that left the player ''completely'' helpless; there would always be just enough systems (barely) functional to allow the ship to limp back to a starbase.
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* In the ''NavalOps'' games, your ship can lose the ability to launch aircraft if the deck is damaged. Damage to the engines reduces your speed to a crawl, and a hull breach will eventually cause engine failure due to flooding. And a hit to the rudder will make it very difficult to change course.
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* As if MechWarrior wasn't a givaway, the hex based wargame ''BattleTech'' is all about this. Not only do the 'mechs have locational damage for the limbs, four torso locations, and the head, but the individual subsystems, weapons and so on that are contained within them can be damaged too. This means you can trigger ammunition explosions that tear one apart from the inside, disable the gyroscope so it falls over, or go for a critical hit directly on the pilot...

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* As if MechWarrior wasn't a givaway, the hex based wargame ''BattleTech'' is all about this. Not only do the 'mechs have locational damage for the limbs, four three torso locations, locations (left, right, and center), and the head, but the individual subsystems, weapons and so on that are contained within them can be damaged too. This means you can trigger ammunition explosions that tear one apart from the inside, disable the gyroscope so it falls over, or go for a critical hit directly on the pilot...
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** ''{{Fallout 3}}'', on the other hand, ''does'' track damage to body parts. And they can simply be healed with stimpacks.

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