History Main / Subsystemdamage

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!)
15th Apr '17 1:02:44 PM nombretomado
Is there an issue? Send a Message


* 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 severely injured, making focusing on a specific body part a key strategy of winning quickly.

to:

* Been part of the ''WWE SmackdownVsRaw'' VideoGame/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 severely injured, making focusing on a specific body part a key strategy of winning quickly.
9th Apr '17 12:52:12 PM nombretomado
Is there an issue? Send a Message


* The RPG ''RuneQuest'' uses hit locations with (non-escalating) hitpoints. An unarmored person will be lucky to get out of a pitched battle missing ''only'' one limb.

to:

* The RPG ''RuneQuest'' ''TabletopGame/RuneQuest'' uses hit locations with (non-escalating) hitpoints. An unarmored person will be lucky to get out of a pitched battle missing ''only'' one limb.
11th Mar '17 11:39:41 AM nombretomado
Is there an issue? Send a Message


* In ''VideoGame/MetalGearSolid3SnakeEater'' and ''[[MetalGearSolid4 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.

to:

* In ''VideoGame/MetalGearSolid3SnakeEater'' and ''[[MetalGearSolid4 ''[[VideoGame/MetalGearSolid4GunsOfThePatriots 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.
8th Jan '17 9:49:54 AM nombretomado
Is there an issue? Send a Message


* ''[[IronKingdoms WARMACHINE/HORDES]]'' use this faithfully on everything large enough to warrant it. For Warmachine, every Warjack has a 6 column (Colossal Warjacks have 12 column) damage chart with a variable number of ablative "armour" squares in each column. After you hack through those, you start damaging vital systems which have real penalties when they fail. After enough systems give out, the 'jack shuts down. Hordes' version is simpler in that there aren't as many vital parts to damage, but the gist is the same.

to:

* ''[[IronKingdoms ''[[TabletopGame/IronKingdoms WARMACHINE/HORDES]]'' use this faithfully on everything large enough to warrant it. For Warmachine, every Warjack has a 6 column (Colossal Warjacks have 12 column) damage chart with a variable number of ablative "armour" squares in each column. After you hack through those, you start damaging vital systems which have real penalties when they fail. After enough systems give out, the 'jack shuts down. Hordes' version is simpler in that there aren't as many vital parts to damage, but the gist is the same.
This list shows the last 10 events of 249. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.Subsystemdamage