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** ''VideoGame/PAYDAY3'' applies this to a downplayed extent - like previous games, health will not regenerate, but inlike previous games, armor will only partially regenerate, and only for partially full armor bars - empty armor bars must be replenished via an Armor Bag.

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** ''VideoGame/PAYDAY3'' applies this to a downplayed extent - like previous games, health will not regenerate, but inlike unlike previous games, armor will only partially regenerate, and only for partially full armor bars - empty armor bars must be replenished via an Armor Bag.
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* ''VideoGame/ConquerorsBlade'' has a block mechanic whereby shields will degenerate as they are attacked. However, shields' blocking value will regenerate automatically if left alone for long enough, whereas neither heroes nor units will automatically self-heal.
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* ''VideoGame/EndWar'': Each unit has a Health meter, representing the unit's actual damage level; and a Shield meter, which represents a combination of the unit's ability to evade attacks and whatever measures they are equipped with to disrupt/intercept enemy attacks before they hit the unit (smoke grenades, ECM suites, active protection systems, etc); the former only regenerates outside of battle, while the latter will regenerate on the field once the unit is no longer being attacked. The European and Russian Engineer infantry (Grenadiers and Bears respectively) can also receive the Combat Support upgrade at Veteran rank, allowing them to restore the shields of friendly units.

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Alphabetizing example(s), Not enough context (ZCE)


* ''VideoGame/{{Allegiance}}''
* The ''VideoGame/WingCommander'' series.
* The ''VideoGame/XWing'' and ''VideoGame/TieFighter'' series, though you have to manage power between shield regeneration, laser recharge, and engine thrust. On top of that, even with shields, you can get hit hard enough that something might break - including the shield generator - requiring you to wait for your astromech droid to repair the system in question. Playing as the Empire makes it better and worse, as most of their craft ''don't'' get shields - so, tough luck if you get hit - but the ones that do usually also have an extra beam of some variety, [[GoodBadBugs which comes with its own power supply that you can dump into the other systems]], allowing for increased shield and laser recharge without impacting your normal top speed.
* ''VideoGame/EVEOnline''
* Averted in ''VideoGame/EscapeVelocity'' and ''EV Override'', where both armor and shields regenerated. Once armor was done regenerating, then the shields started to recharge. Played straight in ''EV Nova'' (with the exception of [[LivingShip Polaris ships]] and Vell-os mental projections, who regenerate both), which keeps track of shields and armor separately.

to:

* ''VideoGame/{{Allegiance}}''
* The ''VideoGame/WingCommander'' series.
* The ''VideoGame/XWing'' and ''VideoGame/TieFighter'' series, though you have to manage power between shield regeneration, laser recharge, and engine thrust. On top of that, even with shields, you can get hit hard enough that something might break - including the shield generator - requiring you to wait for your astromech droid to repair the system in question. Playing as the Empire makes it better and worse, as most of their craft ''don't'' get shields - so, tough luck if you get hit - but the ones that do usually also have an extra beam of some variety, [[GoodBadBugs which comes with its own power supply that you can dump into the other systems]], allowing for increased shield and laser recharge without impacting your normal top speed.
* ''VideoGame/EVEOnline''
* Averted in ''VideoGame/EscapeVelocity'' and ''EV Override'', where both armor and shields regenerated. Once armor was done regenerating, then the shields started to recharge. Played straight in ''EV Nova'' (with the exception of [[LivingShip Polaris ships]] and Vell-os mental projections, who regenerate both), which keeps track of shields and armor separately.
%%* ''VideoGame/{{Allegiance}}''



* Averted in ''VideoGame/EscapeVelocity'' and ''EV Override'', where both armor and shields regenerated. Once armor was done regenerating, then the shields started to recharge. Played straight in ''EV Nova'' (with the exception of [[LivingShip Polaris ships]] and Vell-os mental projections, who regenerate both), which keeps track of shields and armor separately.
%%* ''VideoGame/EVEOnline''
%%* ''VideoGame/{{Everspace}}''
* ''VideoGame/{{Evochron}}''. However, it's possible to get full-on RegeneratingHealth (albeit very slow regeneration) by installing a repair system onto your ship's equipment slots.
* Ships and stations in ''VideoGame/StarRuler'' have up to three health bars: health, armor, and shields. The first two do not regenerate, while shields do regenerate, though health and armor can be [[DesignItYourselfEquipment regenerated by installing certain subsystems]] or repaired by nearby allied ships mounting repair equipment.



* ''[[VideoGame/{{X}} X-Universe]]'' - Shields regenerate fairly quickly on small craft, slowly on large craft. The ship's hull does not regenerate, and the only way to repair it is to dock at a shipyard and pay loads of money to get it fixed - or in ''Terran Conflict'' and later games, climb out and use your spacesuit's repair laser to fix it up. In ''Videogame/XRebirth'', capital ships also have SubsystemDamage with individual shields and health; destroying shield projectors will drop the shields for all surrounding parts.
* ''VideoGame/SpacePiratesAndZombies'', though armor can also recover, but that requires surplus crew members and is generally slower.



* ''VideoGame/TachyonTheFringe''
* In ''VideoGame/{{Tyrian}}'', the player's ship determines the amount of non-regenerating armor, while the type of shield generator installed determines the strength of regenerating shields.
* ''VideoGame/{{Evochron}}''. However, it's possible to get full-on RegeneratingHealth (albeit very slow regeneration) by installing a repair system onto your ship's equipment slots.
* Ships and stations in ''VideoGame/StarRuler'' have up to three health bars: health, armor, and shields. The first two do not regenerate, while shields do regenerate, though health and armor can be [[DesignItYourselfEquipment regenerated by installing certain subsystems]] or repaired by nearby allied ships mounting repair equipment.



* ''VideoGame/{{Transcendence}}''
* ''VideoGame/{{Everspace}}''



* ''VideoGame/{{Stellaris}}'', though special components can be equipped to also allow hull and armor to regenerate like shields

to:

* ''VideoGame/SpacePiratesAndZombies'', though armor can also recover, but that requires surplus crew members and is generally slower.
* ''VideoGame/{{Stellaris}}'', though special components can be equipped to also allow hull and armor to regenerate like shields.
%%* ''VideoGame/TachyonTheFringe''
%%* ''VideoGame/{{Transcendence}}''
* In ''VideoGame/{{Tyrian}}'', the player's ship determines the amount of non-regenerating armor, while the type of shield generator installed determines the strength of regenerating shields.
%%* The ''VideoGame/WingCommander'' series.
* ''[[VideoGame/{{X}} X-Universe]]'' - Shields regenerate fairly quickly on small craft, slowly on large craft. The ship's hull does not regenerate, and the only way to repair it is to dock at a shipyard and pay loads of money to get it fixed - or in ''Terran Conflict'' and later games, climb out and use your spacesuit's repair laser to fix it up. In ''Videogame/XRebirth'', capital ships also have SubsystemDamage with individual
shields and health; destroying shield projectors will drop the shields for all surrounding parts.
* The ''VideoGame/XWing'' and ''VideoGame/TieFighter'' series, though you have to manage power between shield regeneration, laser recharge, and engine thrust. On top of that, even with shields, you can get hit hard enough that something might break - including the shield generator - requiring you to wait for your astromech droid to repair the system in question. Playing as the Empire makes it better and worse, as most of their craft ''don't'' get shields - so, tough luck if you get hit - but the ones that do usually also have an extra beam of some variety, [[GoodBadBugs which comes with its own power supply that you can dump into the other systems]], allowing for increased shield and laser recharge without impacting your normal top speed.



* ''VideoGame/MadnessProjectNexus2'' plays with this - [[CallAHitPointASmeerp Corpus]] segments regenerate unless they're fully depleted, whilst TAC-Bar regenerates upon killing enemies.
* [=SCPs=] in ''VideoGame/SCPSecretLaboratory'' have this, via the Hume Shield mechanic. They slowly regenerate over time after a period of taking no damage.



* ''[[VideoGame/AnnoDomini Anno 2070]]'': Shields work like this, but the only way to get a shield is to equip a unit with an appropriate item, which has to charge itself up after activation. At the same time, you could equip them with self-repair items, which repair at about the same rate. And the shields are rather small, too (standard shield items have a value of 50 or 80, compared to 350 to 800 HP on ships).



* ''[[VideoGame/{{TheDarkness}} The Darkness 2]]'' used this in a manner similar to ''VideoGame/MassEffect3''. You had 4 segments of health, and damage would only regenerate up to the end of the last segment. To restore the depleted segments, you needed to [[ImAHumanitarian eat the hearts of dead enemies]].



* ''VideoGame/DustFiveOneFour'', like its parent game ''VideoGame/EVEOnline'', plays this straight normally with both [[PoweredArmor dropsuits]] and vehicles. It's also possible to equip modules to allow armor to regenerate, but it still won't regenerate as fast as your shields.
* ''VideoGame/EmperorBattleForDune'': House Ordos' vehicles have awesome regenerative shielding but otherwise static health, leading to OneHitPointWonder shenanigans.



* ''VideoGame/{{Gungrave}}'' uses a shield and health gauge. A little variation is that there are no health packs in a stage. Healing consumes a stock from the same bar that is used to activate [[LimitBreak Demolition Shots]].



* The ''VideoGame/JudgeDreddDreddVsDeath'' first person shooter by Rebellion used a regenerating shield over static health system, although it's hard to notice because your shield is actually very weak and only protects against 2 or 3 bullet hits; fortunately, your health is very robust and can take quite a lot of hits before you die.
* ''VideoGame/Left4Dead'' has a weird sort of inverted example, assuming you [[CallAHitPointASmeerp read "temporary health" as "shields"]]. Health comes in two forms, regular health that stays static but can only be regained by using medkits, and the aforementioned temporary health, which is gained from quickly popping pain pills or [[VideoGame/Left4Dead2 the sequel]]'s adrenaline injectors but slowly ticks down on its own. It's inverted in that the "shield" ''de''generates, and also that, when you do take damage, it's prioritized to your regular health rather than the temp health.
* The space-sim[=/=]FPS hybrid ''VideoGame/MaceGriffinBountyHunter'' used a regenerating shield static health system very similar to ''Halo''. The shield is rather weak, while your health can take a reasonable number of hits.
* ''VideoGame/MadnessProjectNexus2'' plays with this - [[CallAHitPointASmeerp Corpus]] segments regenerate unless they're fully depleted, whilst TAC-Bar regenerates upon killing enemies.



* ''VideoGame/MasterOfOrion 2'': Ships' shields regenerate in a few combat rounds, while armor and hull do not - unless you're the Meklars, who can repair their ships in combat.
* Played straight in ''VideoGame/NexusTheJupiterIncident'' with most ships. However, once Angel [[spoiler:absorbs a Mechanoid]], the ''Angelwing'' can slowly regenerate armor.



* ''VideoGame/OrionPrelude'' is an odd example where your regenerative shield won't regenerate unless you're at full health. Unless you have a medic or the regenerative health upgrade, you have to either get a second wind or buy a health kit at the end of the wave.



* ''VideoGame/PathOfExile'': Health does not regenerate without certain passives or equipped items. Energy shield, the defense provided by Intelligence-based armors, acts like an extra layer of health and fully regenerates over a few seconds when the character has gone six seconds (or less depending on skill choices) without taking damage.



* ''Videogame/PlanetSide 2'' has all the foot soldiers wearing personal energy shields. Health has 500 hitpoints, and shields likewise have 500 hitpoints, though the shields can be disabled by EMP. Shields regenerate after 10 seconds outside of combat, while health regeneration requires either a Combat Medic's medapp or healing aura, single-use medkits, or gradual healing from base benefits or the Regeneration Implant. The Heavy Assault trooper has a heavy-duty shield that can be activated on demand, granting increased durability for a short duration before it must recharge. The MAX PoweredArmor and vehicles do not have any self-healing outside of the agonizingly slow Nanite Autorepair upgrades, forcing [=MAXes=] to rely on allied Engineers to repair their armor and for vehicle crews to climb out to repair the vehicle.
** The original ''Planetside'' has shields on its vehicles, but they only regenerate (extremely slowly) when in a facility's sphere of influence. Soldiers could install the Personal Shield implant, which ''did'' grant a sort of regenerating shield - albeit extremely slowly, as the shield was powered by the soldier's stamina and thus the only way to regenerate it was to shut down the shield entirely.
** The sequel, ''Overdose'', changes the mechanic. Using a Demolition Shot restores your shields depending on the technique's level (which also determines the amount of Demolition bars it consumes); but it also restores your health by a certain amount depending to the amount of destruction ("Jackpot") that you managed to rack out from said Shot.



* ''VideoGame/SwordOfTheStars'' uses this -- damaged or destroyed sections and turrets can't be repaired until combat is over, but shields can recover when knocked out.

to:

* ''VideoGame/SwordOfTheStars'' uses this -- damaged or destroyed sections and turrets can't be repaired until combat is over, but In the ProgrammingGame ''[=RoboWar=]'', shields don't actually regenerate; in fact, they ''deteriorate'', at a rate depending on the robot's shield hardware. However, shields can recover when knocked out.be replenished from energy, which regenerates at a constant rate, unlike damage, which can not be restored at all.
* [=SCPs=] in ''VideoGame/SCPSecretLaboratory'' have this, via the Hume Shield mechanic. They slowly regenerate over time after a period of taking no damage.
* The first ''VideoGame/{{Section 8}}'' game had regenerating shields and static health which could only be restored by manually using the repair tool (which used up an equipment slot), or relying on teammates or supply depots to heal you. The sequel switched to a simpler system with both regenerating shields and regenerating health.
* ''VideoGame/SinsOfASolarEmpire'' actually gives you regenerating shields on top of regenerating health, although the rate of self-repair on your ships is much slower than the shield regeneration.
* Spider-Man 2099's suit in ''VideoGame/SpiderManEdgeOfTime'' uses this system. The shield restores after a few seconds without getting hit, but health doesn't regenerate until you find the right pick-up. He also has less maximum health than Amazing Spider-Man.
* The 2012 ''VideoGame/{{SSX}}'' game inverts this any time you wear power armor. Your armor's durability doesn't regenerate, but once it's depleted, damage goes to your health, which does regenerate.



* The 2012 ''VideoGame/{{SSX}}'' game inverts this any time you wear power armor. Your armor's durability doesn't regenerate, but once it's depleted, damage goes to your health, which does regenerate.

to:

* ''VideoGame/StarshipTroopers'': Your armor regenerates over time, but you still need [[HealThyself medkits]] to restore your health.
* Most characters in ''VideoGame/StarRenegades'' have regenerating shields; shields are generally the first line of defense, fully replenish after each battle, and are fairly easy to refill. However, any damage that makes it through to a character's health will stick around until you get a chance to heal them, whether by spending resources while camping, using a single-use medstation, or defeating the planetary boss. [[MechanicallyUnusualClass
The 2012 ''VideoGame/{{SSX}}'' game inverts this any time Guardian]] is the sole exception; he can never have ''any'' shields, but has a HealingFactor that fully restores his health after battles instead.
* ''Videogame/StarSiege'' and its predecessor, ''[=EarthSiege=]'', feature [[AMechByAnyOtherName HERCULAN]] [[HumongousMecha mechs]] which carry regenerating shields. Punching through the shields allows
you wear to [[SubsystemDamage target specific subsystems]], such as the [[KneeCapping hips]] or arms.
* ''VideoGame/StarTrekOnline'' features ships with an upgrade option of regenerative shields, a concept burrowed from the television series.
* ''VideoGame/StarWarsGalacticBattlegrounds'' has yellow self-restoring shields and red health that ''usually'' won't recover without the help of a medic if organic or a repair worker if mechanical (although heroes and certain rare units and buildings can regenerate naturally). It's why, for example, attacking a heavily shielded base generally starts with destroying the
power armor. Your armor's cores: drop the shields, and the buildings will be left unprotected.
* ''VideoGame/StarWarsRepublicCommando'' had this. The shield was pretty weak and could only block a few hits before failing, while your health likewise could be completely drained by a handful of blaster bolts and required a bacta dispenser to recharge. Fortunately, your squadmates could revive you back to half health whenever you were downed, and bacta dispensers to fully heal were both infinite-use and reasonably common, in return for requiring you to stop whatever else you're doing to use them.
* In ''VideoGame/{{Sundered}}'', the player character quickly unlocks a regenerating shield to shore up their static health. The shield regenerates at a fixed rate after a short delay, and the player can spend [[ExperiencePoints Shards]] to both reduce that delay and improve the shield’s
durability doesn't regenerate, and regeneration rate. Certain enemies have their own regenerating shields that must be broken before their health can be depleted.
* ''VideoGame/SwordOfTheStars'' uses this -- damaged or destroyed sections and turrets can't be repaired until combat is over,
but once it's depleted, damage goes to your health, which does regenerate.shields can recover when knocked out.



* ''VideoGame/Warhammer40000SpaceMarine'' has the same, with regenerating 'armour' and non-regenerating health.
* ''VideoGame/XMenDestiny'': The enemy bosses Cameron Hodge and [[spoiler: Bastion]] have regenerating shields.
* ''[[VideoGame/AnnoDomini Anno 2070]]'': Shields work like this, but the only way to get a shield is to equip a unit with an appropriate item, which has to charge itself up after activation. At the same time, you could equip them with self-repair items, which repair at about the same rate. And the shields are rather small, too (standard shield items have a value of 50 or 80, compared to 350 to 800 HP on ships).



* ''VideoGame/MasterOfOrion 2'': Ships' shields regenerate in a few combat rounds, while armor and hull do not - unless you're the Meklars, who can repair their ships in combat.
* ''VideoGame/StarTrekOnline'' features ships with an upgrade option of regenerative shields, a concept burrowed from the television series.
* The ''VideoGame/JudgeDreddDreddVsDeath'' first person shooter by Rebellion used a regenerating shield over static health system, although it's hard to notice because your shield is actually very weak and only protects against 2 or 3 bullet hits; fortunately, your health is very robust and can take quite a lot of hits before you die.
* The space-sim[=/=]FPS hybrid ''VideoGame/MaceGriffinBountyHunter'' used a regenerating shield static health system very similar to ''Halo''. The shield is rather weak, while your health can take a reasonable number of hits.
* ''VideoGame/StarWarsRepublicCommando'' had this. The shield was pretty weak and could only block a few hits before failing, while your health likewise could be completely drained by a handful of blaster bolts and required a bacta dispenser to recharge. Fortunately, your squadmates could revive you back to half health whenever you were downed, and bacta dispensers to fully heal were both infinite-use and reasonably common, in return for requiring you to stop whatever else you're doing to use them.
* ''Videogame/PlanetSide 2'' has all the foot soldiers wearing personal energy shields. Health has 500 hitpoints, and shields likewise have 500 hitpoints, though the shields can be disabled by EMP. Shields regenerate after 10 seconds outside of combat, while health regeneration requires either a Combat Medic's medapp or healing aura, single-use medkits, or gradual healing from base benefits or the Regeneration Implant. The Heavy Assault trooper has a heavy-duty shield that can be activated on demand, granting increased durability for a short duration before it must recharge. The MAX PoweredArmor and vehicles do not have any self-healing outside of the agonizingly slow Nanite Autorepair upgrades, forcing [=MAXes=] to rely on allied Engineers to repair their armor and for vehicle crews to climb out to repair the vehicle.
** The original ''Planetside'' has shields on its vehicles, but they only regenerate (extremely slowly) when in a facility's sphere of influence. Soldiers could install the Personal Shield implant, which ''did'' grant a sort of regenerating shield - albeit extremely slowly, as the shield was powered by the soldier's stamina and thus the only way to regenerate it was to shut down the shield entirely.
* ''VideoGame/{{Gungrave}}'' uses a shield and health gauge. A little variation is that there are no health packs in a stage. Healing consumes a stock from the same bar that is used to activate [[LimitBreak Demolition Shots]].
** The sequel, ''Overdose'', changes the mechanic. Using a Demolition Shot restores your shields depending on the technique's level (which also determines the amount of Demolition bars it consumes); but it also restores your health by a certain amount depending to the amount of destruction ("Jackpot") that you managed to rack out from said Shot.
* ''[[VideoGame/{{TheDarkness}} The Darkness 2]]'' used this in a manner similar to ''VideoGame/MassEffect3''. You had 4 segments of health, and damage would only regenerate up to the end of the last segment. To restore the depleted segments, you needed to [[ImAHumanitarian eat the hearts of dead enemies]].
* Played straight in ''VideoGame/NexusTheJupiterIncident'' with most ships. However, once Angel [[spoiler:absorbs a Mechanoid]], the ''Angelwing'' can slowly regenerate armor.
* ''VideoGame/OrionPrelude'' is an odd example where your regenerative shield won't regenerate unless you're at full health. Unless you have a medic or the regenerative health upgrade, you have to either get a second wind or buy a health kit at the end of the wave.
* ''Videogame/StarSiege'' and its predecessor, ''[=EarthSiege=]'', feature [[AMechByAnyOtherName HERCULAN]] [[HumongousMecha mechs]] which carry regenerating shields. Punching through the shields allows you to [[SubsystemDamage target specific subsystems]], such as the [[KneeCapping hips]] or arms.
* ''VideoGame/DustFiveOneFour'', like its parent game ''VideoGame/EVEOnline'', plays this straight normally with both [[PoweredArmor dropsuits]] and vehicles. It's also possible to equip modules to allow armor to regenerate, but it still won't regenerate as fast as your shields.

to:

* ''VideoGame/MasterOfOrion 2'': Ships' shields Titans in ''VideoGame/{{Titanfall}}'' have shields, that regenerate in a few combat rounds, while over time without being hit, on top of armor and hull do not - unless you're hitpoints, that ''never'' regenerate at all, so even the Meklars, who can repair best players will have to eventually abandon their ships in combat.
* ''VideoGame/StarTrekOnline'' features ships with an upgrade option of regenerative shields, a concept burrowed from
Titan and wait for the television series.
* The ''VideoGame/JudgeDreddDreddVsDeath'' first person shooter by Rebellion used a regenerating shield over static health system, although it's hard to notice because your shield is actually very weak and only protects against 2 or 3 bullet hits; fortunately, your health is very robust and can take quite a lot of hits before you die.
* The space-sim[=/=]FPS hybrid ''VideoGame/MaceGriffinBountyHunter'' used a regenerating shield static health system very similar to ''Halo''.
next one. The shield is rather weak, while your health can take also protects friendly pilots riding on the Titan's shoulder so long as it's up. A Pilot [[ColossusClimb Rodeoing]] a reasonable number of hits.
* ''VideoGame/StarWarsRepublicCommando'' had this. The
Titan bypasses its shield was pretty weak entirely. ''VideoGame/{{Titanfall 2}}'' changed shields to be finite and could only block gained from a few hits before failing, while your health likewise could be Pilot inserting a battery, usually one stolen from an enemy Titan -- except in the singleplayer, where BT's shield works as in the first game (and a battery is a HealingPotion the Titan itself can pick up). Pilots in both games have straight-up RegeneratingHealth.
%%* ''VideoGame/TransformersFallOfCybertron'' plays this
completely drained by a handful of blaster bolts and required a bacta dispenser to recharge. Fortunately, your squadmates could revive you back to half health whenever you were downed, and bacta dispensers to fully heal were both infinite-use and reasonably common, in return for requiring you to stop whatever else you're doing to use them.
straight.
* ''Videogame/PlanetSide 2'' has all the foot soldiers wearing personal energy shields. Health has 500 hitpoints, and shields likewise have 500 hitpoints, though the shields can be disabled by EMP. Shields regenerate after 10 seconds outside of combat, while health regeneration requires either a Combat Medic's medapp or healing aura, single-use medkits, or gradual healing from base benefits or the Regeneration Implant. The Heavy Assault trooper ''Veigues: Tactical Gladiator'' has a heavy-duty shield that can be activated on demand, granting increased durability for a short duration before it must recharge. The MAX PoweredArmor and vehicles do not have any self-healing outside of the agonizingly slow Nanite Autorepair upgrades, forcing [=MAXes=] to rely on allied Engineers to repair their armor and for vehicle crews to climb out to repair the vehicle.
** The original ''Planetside'' has
regenerates quite steadily, and, when shields on its vehicles, but they only regenerate (extremely slowly) when in a facility's sphere of influence. Soldiers could install the Personal Shield implant, which ''did'' grant a sort of regenerating shield - albeit extremely slowly, as the shield was powered by the soldier's stamina and thus the only way to regenerate it was to shut down the shield entirely.
* ''VideoGame/{{Gungrave}}'' uses a shield and health gauge. A little variation is
run out, SubsystemDamage that there are no health packs in a stage. Healing consumes a stock from the same bar that is used to activate [[LimitBreak Demolition Shots]].
** The sequel, ''Overdose'', changes the mechanic. Using a Demolition Shot restores your shields depending on the technique's level (which also determines the amount of Demolition bars it consumes); but it also restores your health by a certain amount depending to the amount of destruction ("Jackpot") that you managed to rack out from said Shot.
* ''[[VideoGame/{{TheDarkness}} The Darkness 2]]'' used this in a manner similar to ''VideoGame/MassEffect3''. You had 4 segments of health, and damage would only regenerate up to the end of the last segment. To restore the depleted segments, you needed to [[ImAHumanitarian eat the hearts of dead enemies]].
* Played straight in ''VideoGame/NexusTheJupiterIncident'' with most ships. However, once Angel [[spoiler:absorbs a Mechanoid]], the ''Angelwing'' can slowly regenerate armor.
* ''VideoGame/OrionPrelude'' is an odd example where your regenerative shield won't regenerate unless you're at full health. Unless you have a medic or the regenerative health upgrade, you have to either get a second wind or buy a health kit at the end of the wave.
* ''Videogame/StarSiege'' and its predecessor, ''[=EarthSiege=]'', feature [[AMechByAnyOtherName HERCULAN]] [[HumongousMecha mechs]] which carry regenerating shields. Punching through the shields allows you to [[SubsystemDamage target specific subsystems]], such as the [[KneeCapping hips]] or arms.
* ''VideoGame/DustFiveOneFour'', like its parent game ''VideoGame/EVEOnline'', plays this straight normally with both [[PoweredArmor dropsuits]] and vehicles. It's also possible to equip modules to allow armor to regenerate, but it still won't regenerate as fast as your shields.
does not.



* ''VideoGame/EmperorBattleForDune'': House Ordos' vehicles have awesome regenerative shielding but otherwise static health, leading to OneHitPointWonder shenanigans.
* ''Veigues: Tactical Gladiator'' has a shield that regenerates quite steadily, and, when shields run out, SubsystemDamage that does not.
* The first ''VideoGame/{{Section 8}}'' game had regenerating shields and static health which could only be restored by manually using the repair tool (which used up an equipment slot), or relying on teammates or supply depots to heal you. The sequel switched to a simpler system with both regenerating shields and regenerating health.
* ''VideoGame/PathOfExile'': Health does not regenerate without certain passives or equipped items. Energy shield, the defense provided by Intelligence-based armors, acts like an extra layer of health and fully regenerates over a few seconds when the character has gone six seconds (or less depending on skill choices) without taking damage.
* ''VideoGame/StarshipTroopers'': Your armor regenerates over time, but you still need [[HealThyself medkits]] to restore your health.
* Titans in ''VideoGame/{{Titanfall}}'' have shields, that regenerate over time without being hit, on top of armor hitpoints, that ''never'' regenerate at all, so even the best players will have to eventually abandon their Titan and wait for the next one. The shield also protects friendly pilots riding on the Titan's shoulder so long as it's up. A Pilot [[ColossusClimb Rodeoing]] a Titan bypasses its shield entirely. ''VideoGame/{{Titanfall 2}}'' changed shields to be finite and only gained from a Pilot inserting a battery, usually one stolen from an enemy Titan -- except in the singleplayer, where BT's shield works as in the first game (and a battery is a HealingPotion the Titan itself can pick up). Pilots in both games have straight-up RegeneratingHealth.
* In the ProgrammingGame ''[=RoboWar=]'', shields don't actually regenerate; in fact, they ''deteriorate'', at a rate depending on the robot's shield hardware. However, shields can be replenished from energy, which regenerates at a constant rate, unlike damage, which can not be restored at all.
* ''VideoGame/SinsOfASolarEmpire'' actually gives you regenerating shields on top of regenerating health, although the rate of self-repair on your ships is much slower than the shield regeneration.
* ''VideoGame/StarWarsGalacticBattlegrounds'' has yellow self-restoring shields and red health that ''usually'' won't recover without the help of a medic if organic or a repair worker if mechanical (although heroes and certain rare units and buildings can regenerate naturally). It's why, for example, attacking a heavily shielded base generally starts with destroying the power cores: drop the shields, and the buildings will be left unprotected.
* Spider-Man 2099's suit in ''VideoGame/SpiderManEdgeOfTime'' uses this system. The shield restores after a few seconds without getting hit, but health doesn't regenerate until you find the right pick-up. He also has less maximum health than Amazing Spider-Man.
* ''VideoGame/TransformersFallOfCybertron'' plays this completely straight.
* In ''VideoGame/{{Sundered}}'', the player character quickly unlocks a regenerating shield to shore up their static health. The shield regenerates at a fixed rate after a short delay, and the player can spend [[ExperiencePoints Shards]] to both reduce that delay and improve the shield’s durability and regeneration rate. Certain enemies have their own regenerating shields that must be broken before their health can be depleted.
* ''VideoGame/Left4Dead'' has a weird sort of inverted example, assuming you [[CallAHitPointASmeerp read "temporary health" as "shields"]]. Health comes in two forms, regular health that stays static but can only be regained by using medkits, and the aforementioned temporary health, which is gained from quickly popping pain pills or [[VideoGame/Left4Dead2 the sequel]]'s adrenaline injectors but slowly ticks down on its own. It's inverted in that the "shield" ''de''generates, and also that, when you do take damage, it's prioritized to your regular health rather than the temp health.
* Most characters in ''VideoGame/StarRenegades'' have regenerating shields; shields are generally the first line of defense, fully replenish after each battle, and are fairly easy to refill. However, any damage that makes it through to a character's health will stick around until you get a chance to heal them, whether by spending resources while camping, using a single-use medstation, or defeating the planetary boss. [[MechanicallyUnusualClass The Guardian]] is the sole exception; he can never have ''any'' shields, but has a HealingFactor that fully restores his health after battles instead.

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* ''VideoGame/EmperorBattleForDune'': House Ordos' vehicles have awesome regenerative shielding but otherwise static health, leading to OneHitPointWonder shenanigans.
* ''Veigues: Tactical Gladiator''
''VideoGame/Warhammer40000SpaceMarine'' has a shield that regenerates quite steadily, and, when shields run out, SubsystemDamage that does not.
* The first ''VideoGame/{{Section 8}}'' game had
the same, with regenerating shields 'armour' and static health which could only be restored by manually using the repair tool (which used up an equipment slot), or relying on teammates or supply depots to heal you. The sequel switched to a simpler system with both regenerating shields and regenerating non-regenerating health.
* ''VideoGame/PathOfExile'': Health does not regenerate without certain passives or equipped items. Energy shield, the defense provided by Intelligence-based armors, acts like an extra layer of health and fully regenerates over a few seconds when the character has gone six seconds (or less depending on skill choices) without taking damage.
* ''VideoGame/StarshipTroopers'': Your armor regenerates over time, but you still need [[HealThyself medkits]] to restore your health.
* Titans in ''VideoGame/{{Titanfall}}'' have shields, that regenerate over time without being hit, on top of armor hitpoints, that ''never'' regenerate at all, so even the best players will have to eventually abandon their Titan and wait for the next one.
''VideoGame/XMenDestiny'': The shield also protects friendly pilots riding on the Titan's shoulder so long as it's up. A Pilot [[ColossusClimb Rodeoing]] a Titan bypasses its shield entirely. ''VideoGame/{{Titanfall 2}}'' changed shields to be finite and only gained from a Pilot inserting a battery, usually one stolen from an enemy Titan -- except in the singleplayer, where BT's shield works as in the first game (and a battery is a HealingPotion the Titan itself can pick up). Pilots in both games have straight-up RegeneratingHealth.
* In the ProgrammingGame ''[=RoboWar=]'', shields don't actually regenerate; in fact, they ''deteriorate'', at a rate depending on the robot's shield hardware. However, shields can be replenished from energy, which regenerates at a constant rate, unlike damage, which can not be restored at all.
* ''VideoGame/SinsOfASolarEmpire'' actually gives you regenerating shields on top of regenerating health, although the rate of self-repair on your ships is much slower than the shield regeneration.
* ''VideoGame/StarWarsGalacticBattlegrounds'' has yellow self-restoring shields
bosses Cameron Hodge and red health that ''usually'' won't recover without the help of a medic if organic or a repair worker if mechanical (although heroes and certain rare units and buildings can regenerate naturally). It's why, for example, attacking a heavily shielded base generally starts with destroying the power cores: drop the shields, and the buildings will be left unprotected.
* Spider-Man 2099's suit in ''VideoGame/SpiderManEdgeOfTime'' uses this system. The shield restores after a few seconds without getting hit, but health doesn't regenerate until you find the right pick-up. He also has less maximum health than Amazing Spider-Man.
* ''VideoGame/TransformersFallOfCybertron'' plays this completely straight.
* In ''VideoGame/{{Sundered}}'', the player character quickly unlocks a regenerating shield to shore up their static health. The shield regenerates at a fixed rate after a short delay, and the player can spend [[ExperiencePoints Shards]] to both reduce that delay and improve the shield’s durability and regeneration rate. Certain enemies have their own regenerating shields that must be broken before their health can be depleted.
* ''VideoGame/Left4Dead'' has a weird sort of inverted example, assuming you [[CallAHitPointASmeerp read "temporary health" as "shields"]]. Health comes in two forms, regular health that stays static but can only be regained by using medkits, and the aforementioned temporary health, which is gained from quickly popping pain pills or [[VideoGame/Left4Dead2 the sequel]]'s adrenaline injectors but slowly ticks down on its own. It's inverted in that the "shield" ''de''generates, and also that, when you do take damage, it's prioritized to your regular health rather than the temp health.
* Most characters in ''VideoGame/StarRenegades''
[[spoiler: Bastion]] have regenerating shields; shields are generally the first line of defense, fully replenish after each battle, and are fairly easy to refill. However, any damage that makes it through to a character's health will stick around until you get a chance to heal them, whether by spending resources while camping, using a single-use medstation, or defeating the planetary boss. [[MechanicallyUnusualClass The Guardian]] is the sole exception; he can never have ''any'' shields, but has a HealingFactor that fully restores his health after battles instead.shields.



* ''TabletopGame/StarfleetBattles''
* Old Creator/{{TSR}} games
** The 1st Edition of ''TabletopGame/GammaWorld'' had technological force shields that could absorb a specific amount of damage before going down, and whatever they were protecting took no damage until this happened. They returned to full strength at the beginning of the next melee turn.
** In the 1st Edition Advanced ''TabletopGame/DungeonsAndDragons'' module S3 ''Expedition to the Barrier Peaks'' (which was based on ''TabletopGame/GammaWorld''), the police robots' force shields regenerate at a rate of 1 HitPoint per combat round.



* In the 1st Edition Advanced ''TabletopGame/DungeonsAndDragons'' module S3 ''Expedition to the Barrier Peaks'' (which was based on ''TabletopGame/GammaWorld''), the police robots' force shields regenerate at a rate of 1 HitPoint per combat round.
* The 1st Edition of ''TabletopGame/GammaWorld'' had technological force shields that could absorb a specific amount of damage before going down, and whatever they were protecting took no damage until this happened. They returned to full strength at the beginning of the next melee turn.



* The Imperial Titans, Ork Gargants and Eldar Revenants of ''TabletopGame/{{Warhammer 40000}}'' have power fields that must be removed by anti-tank weapons before the [[HumongousMecha walker]] itself can be damaged. Each turn, there is a chance that some or all of the power fields are restored.
* In ''TabletopGame/BattleFleetGothic'', most ships have a number of shields that must be disabled before the hull can be damaged. Notably, the current number of shields left is not recorded mathematically - special markers are placed for every shield dropped, and each reduces the shields of ships it's touching. You regenerate your shields by... moving away from them. Even more, the markers persist for a time, making them a hazard for the shields of any ship that enters them.

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%%* ''TabletopGame/StarfleetBattles''
* ''TabletopGame/{{Warhammer 40000}}''
**
The Imperial Titans, Ork Gargants and Eldar Revenants of ''TabletopGame/{{Warhammer 40000}}'' have power fields that must be removed by anti-tank weapons before the [[HumongousMecha walker]] itself can be damaged. Each turn, there is a chance that some or all of the power fields are restored.
* ** In ''TabletopGame/BattleFleetGothic'', ''TabletopGame/BattlefleetGothic'', most ships have a number of shields that must be disabled before the hull can be damaged. Notably, the current number of shields left is not recorded mathematically - special markers are placed for every shield dropped, and each reduces the shields of ships it's touching. You regenerate your shields by... moving away from them. Even more, the markers persist for a time, making them a hazard for the shields of any ship that enters them.
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* Inverted in the case of the Mammoth Tank in ''VideoGame/CommandAndConquerRenegade'', which can regenerate its normal "health" fully, but its armor meter can only be repaired by use of a repair gun. This is supposed to mimic the unit's ability to heal back to half-health on its own in the main series.
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** ''VideoGame/PAYDAY3'' applies this to a downplayed extent - like previous games, health will not regenerate, but inlike previous games, armor will only partially regenerate, and only for partially full armor bars - empty armor bars must be replenished via an Armor Bag.
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TV Tropes uses a different formatting for internal links from most other wiki-type websites. Also, grammar is important; see Getting Help With English for more.


* ''[[Star Trek Online]] features ships with upgrade option of regenerative shields, a concept burrowed from Television series.

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* ''[[Star Trek Online]] ''VideoGame/StarTrekOnline'' features ships with an upgrade option of regenerative shields, a concept burrowed from Television series.
the television series.
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* Shortly into ''VideoGame/BioshockInfinite'', Booker drinks a tonic that gives him a regenerating magnetic shield that at the start can protect him from about half as much damage as he can take without it. When you grab an upgrade tonic you have a choice of increasing it, your actual health, or your maximum [[{{Mana}} Salts]].

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* Shortly into ''VideoGame/BioshockInfinite'', ''VideoGame/BioShockInfinite'', Booker drinks a tonic that gives him a regenerating magnetic shield that at the start can protect him from about half as much damage as he can take without it. When you grab an upgrade tonic infusion, you have a choice of increasing it, your actual health, or your maximum [[{{Mana}} Salts]].
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* ''[[Star Trek Online]] features ships with upgrade option of regenerative shields, a concept burrowed from Television series.
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* ''VideoGame/CommandAndConquerRenegade'' inverts this with the Mammoth tank, which has armor points [[BodyArmorAsHitPoints that take all initial damage]] and can only be repaired by outside sources, with a health bar underneath that slowly regenerates, mimicking its ability in [[VideoGame/CommandAndConquerTiberianDawn the original game]] to self-repair half of its health.
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** ''[[VideoGame/CallOfDutyModernWarfare2019 Warzone]]'' adds a similar inversion with the introduction of armor plates. It takes a moment to put on an armor plate and they don't regenerate once they're damaged, but in turn you can have three of them equipped at once, which effectively comes out an extra 150 health, more than doubling the amount of damage you can take. They return in [[VideoGame/CallOfDutyZombies Zombies mode]] for ''[[VideoGame/CallOfDutyBlackOpsColdWar Black Ops Cold War]]'' and ''[[VideoGame/CallOfDutyVanguard Vanguard]]'' and the campaign of ''[[VideoGame/CallOfDutyModernWarfareII Modern Warfare II]]''.

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** ''[[VideoGame/CallOfDutyModernWarfare2019 Warzone]]'' adds a similar inversion with the introduction of armor plates. It takes a moment to put on an armor plate and they don't regenerate once they're damaged, but in turn you can have three of them equipped at once, which effectively comes out an extra 150 health, more than doubling the amount of damage you can take. They return in [[VideoGame/CallOfDutyZombies Zombies mode]] for ''[[VideoGame/CallOfDutyBlackOpsColdWar Black Ops Cold War]]'' and ''[[VideoGame/CallOfDutyVanguard Vanguard]]'' Vanguard]]'', and the campaign of in ''[[VideoGame/CallOfDutyModernWarfareII Modern Warfare II]]''.II]]'' during one campaign mission and as a purchaseable asset in Spec Ops.

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* Inverted in the final level of ''VideoGame/CallOfDutyBlackOps'', where you have a Hazmat suit on to protect yourself from a bioweapon. Your health regenerates over time, but your shield (gas mask, in this case) can get cracked and eventually break, which will kill you.

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* ''VideoGame/CallOfDuty'':
**
Inverted in the final level of ''VideoGame/CallOfDutyBlackOps'', where you have a Hazmat suit on to protect yourself from a bioweapon. Your health regenerates over time, but your shield (gas mask, in this case) can get cracked and eventually break, which will kill you.you.
** ''[[VideoGame/CallOfDutyModernWarfare2019 Warzone]]'' adds a similar inversion with the introduction of armor plates. It takes a moment to put on an armor plate and they don't regenerate once they're damaged, but in turn you can have three of them equipped at once, which effectively comes out an extra 150 health, more than doubling the amount of damage you can take. They return in [[VideoGame/CallOfDutyZombies Zombies mode]] for ''[[VideoGame/CallOfDutyBlackOpsColdWar Black Ops Cold War]]'' and ''[[VideoGame/CallOfDutyVanguard Vanguard]]'' and the campaign of ''[[VideoGame/CallOfDutyModernWarfareII Modern Warfare II]]''.

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