History Main / Subsystemdamage

2nd Dec '16 8:23:16 PM zarpaulus
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* A major part of the mobile game ''VideoGame/TalesOfHonorTheSecretFleet'', different missile types damage subsystems like [[DeflectorShields sidewalls]], missile tubes, or [[PointDefenseless point-defenses]].
20th Nov '16 6:26:00 PM Pinokio
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* In ''[[VideoGame/StarCraftI StarCraft]]'', units are displayed with subsystem damage, but this is purely cosmetic.
30th Oct '16 10:49:18 AM nombretomado
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* ''{{GURPS}}'' uses fairly generic hit locations as an optional rule but then adds on different effects based on damage type. The ''Martial Arts'' supplement added hit locations like veins and arteries as valid targets. Vehicles also have a system of hit locations and spaceships get a different version.

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* ''{{GURPS}}'' ''TabletopGame/{{GURPS}}'' uses fairly generic hit locations as an optional rule but then adds on different effects based on damage type. The ''Martial Arts'' supplement added hit locations like veins and arteries as valid targets. Vehicles also have a system of hit locations and spaceships get a different version.
3rd Oct '16 12:00:24 AM rmctagg09
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* ''VideoGame/{{Saurian}}'':
** In ''Saurian'''s combat system, each dinosaur's body is represented as a collection of body parts with their own external layers (scales, feathers, osteoderms, etc.) and internal layers (flesh and bone) that show the overall injury level of the animal. When attacking a specific body part, you have to damage the external layers until they're destroyed, before you can attack the internal layers for even greater damage. As a result, targeting specific body parts is very important during combat.
** How well you can damage an opponent is also based on the type of attack. For instance, biting works well against feathers, but not as well against osteoderms.
24th Sep '16 8:40:02 PM DastardlyDemolition
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** ''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.]]

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** ''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.
29th Aug '16 10:51:49 AM Morgenthaler
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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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* In the ''NavalOps'' ''VideoGame/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.



* 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 its allies can come along and finish the job.
* ''WarThunder'' keeps track of over a dozen subsystem for planes. This includes pilot (one hit kill), gunners for turrets (no return fire), radiator and coolant liquids (engine will overheat), the engine itself (glide back to base!) and the flaps, ailerons, tail control, gear control, and more. Notable that there is no hit point system, a plane is considered lost if the pilot is killed, it is burnt up or loses a wing or the tail.

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* This is a major gameplay mechanic in ''WorldOfTanks'', ''VideoGame/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 its allies can come along and finish the job.
* ''WarThunder'' ''VideoGame/WarThunder'' keeps track of over a dozen subsystem for planes. This includes pilot (one hit kill), gunners for turrets (no return fire), radiator and coolant liquids (engine will overheat), the engine itself (glide back to base!) and the flaps, ailerons, tail control, gear control, and more. Notable that there is no hit point system, a plane is considered lost if the pilot is killed, it is burnt up or loses a wing or the tail.
15th Aug '16 7:18:39 AM ChronoLegion
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* In ''[[VideoGame/PacificFleet Atlantic Fleet]]'', your hits can deal damage to various subsystems, depending on where they hit. Some can be repaired (if not destroyed), while others cannot. The obvious targets are main guns (which have their own armor stat independent of side or deck armor). Destroying them results in an explosion animation. Secondary guns on larger ships can be damaged but not destroyed. Damaging propulsion results in ships slowing down, while damaging steering results in them being unable to affect their turn (if they were going straight, they'll keep doing that, if they were turning, they'll keep doing that too). It's also possible to reduce targeting accuracy by damaging/destroying RADAR and spot positions. Carries with destroyed/damaged flight decks can't launch or recover aircraft. Destroyers/corvettes with damaged/destroyed SONAR can't detect submarines, while subs with damaged/destroyed SONAR can't detect any other ship or sub if not surfaced or at periscope depth.
14th Aug '16 4:21:10 PM UmbrellasWereAwesome
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* Occurs with the player's interface in ''VideoGame/HaloReach'''s "Lone Wolf" epilogue.

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* ''Franchise/{{Halo}}'':
** In the later games, you can do things like shoot off a Scorpion Tank's turret without destroying the whole vehicle.
**
Occurs with the player's interface in ''VideoGame/HaloReach'''s "Lone Wolf" epilogue.
27th Jul '16 1:13:22 AM UKFB
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* 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.
24th Jul '16 5:48:36 PM nombretomado
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* Vehicles in ''CompanyOfHeroes'' can have their engines or weapons damaged and destroyed before they die but they can't be specifically targeted.

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* Vehicles in ''CompanyOfHeroes'' ''VideoGame/CompanyOfHeroes'' can have their engines or weapons damaged and destroyed before they die but they can't be specifically targeted.
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