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* ''VideoGame/MissionImpossibleKonami'': Your agents are immune to their own tools. Max can stand right on top of his bombs when he detonates them with no ill effect. This is useful if you're surrounded by enemies to clear them away. Grant, likewise, isn't affected by his gas bombs.

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* ''VideoGame/MissionImpossibleKonami'': ''VideoGame/MissionImpossible1990'': Your agents are immune to their own tools. Max can stand right on top of his bombs when he detonates them with no ill effect. This is useful if you're surrounded by enemies to clear them away. Grant, likewise, isn't affected by his gas bombs.
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** ''VideoGame/Starcraft2'' plays it straight in the co-op mode. Players absolutely cannot hurt each other with their abilities unless they deliberately target them for attack. You can use any special regardless of its AoE, and while it ''may'' be able to harm your ''own'' units (often it doesn't), it absolutely won't harm your ally.

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** ''VideoGame/Starcraft2'' plays it straight in the co-op mode. Players absolutely cannot hurt each other with their abilities unless they deliberately target them for attack. You can use any special regardless of its AoE, [=AoE=], and while it ''may'' be able to harm your ''own'' units (often it doesn't), it absolutely won't harm your ally.



** In ''VideoGame/DragonAgeII'', friendly fire is only activated on the highest difficulty setting. Normally, having a few melee based characters ganging up on a single powerful foe and unload BFS based super-attack is a good strategy, except that now, every blade attack has a small AOE that hugely (as warriors' damage output is now very high) damage ANYONE, especially the BFS, so essentially, your melee characters are going to slaughter themselves. Ironically, mages don't suffer as much from this change, since comparatively few of their spells can do friendly damages.

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** In ''VideoGame/DragonAgeII'', friendly fire is only activated on the highest difficulty setting. Normally, having a few melee based characters ganging up on a single powerful foe and unload BFS based super-attack is a good strategy, except that now, every blade attack has a small AOE [=AoE=] that hugely (as warriors' damage output is now very high) damage ANYONE, especially the BFS, so essentially, your melee characters are going to slaughter themselves. Ironically, mages don't suffer as much from this change, since comparatively few of their spells can do friendly damages.
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In ''VideoGame/{{Xenogears}},'' Fei's ultimate Ether - Big Bang - simply sends a gigantic blast through the Earth, cutting a hole through the core and causing it to explode. Cut back to the battlefield and everyone's perfectly fine.

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* In ''VideoGame/{{Xenogears}},'' Fei's ultimate Ether - Big Bang - simply sends a gigantic blast through the Earth, cutting a hole through the core and causing it to explode. Cut back to the battlefield and everyone's perfectly fine.
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* In ''VideoGame/AngryBirds'', the birds can't hurt each other, either through impacts or special attacks. This can really screw up a shot if you land a fresh bird or the white bird's egg on a stunned bird, so waiting until the bird(s) poof out from where you want to shoot is generally a good idea.

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* In ''VideoGame/AngryBirds'', the birds can't hurt each other, either through impacts or special attacks. This can really screw up a shot if you land a fresh bird or the white bird's Matilda's egg bomb on a stunned bird, so waiting until the bird(s) poof out from where you want to shoot is generally a good idea.
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* Played straight in ''VideoGame/TheFinals'' for the most part, but you can still harm your teammates with poison and fire damage and blind them with flashbangs.
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* 'World Of Warships Legends the console version of "VidoeGame/WorldOfWarships" has this including ramming, so don't worry too much if a friendly Yamato slams into you at top speed. Remember, that's "Legends" the console version, not the PC version.

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* 'World Of Warships Legends the console version of "VidoeGame/WorldOfWarships" ''VideoGame/WorldOfWarships'' has this including ramming, so don't worry too much if a friendly Yamato slams into you at top speed. Remember, that's "Legends" the console version, not the PC version.

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* ''VideoGame/RiverCityGirls'': Friendly Fire can be turned off or on when loading a save.



* ''VideoGame/{{Fallout 76}}'' is not pvp focused, and thus doesn't allow players to do all but a [[ScratchDamage tiny amount of damage]] to each other unless both players start shooting at each other, so explosives builds can fire into crowds of friends and enemies alike with nary a concern.

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* ''VideoGame/{{Fallout 76}}'' ''VideoGame/Fallout76'' is not pvp focused, and thus doesn't allow players to do all but a [[ScratchDamage tiny amount of damage]] to each other unless both players start shooting at each other, so explosives builds can fire into crowds of friends and enemies alike with nary a concern.
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* In ''VideoGame/FinalFantasyTactics'', Summon magic and Samurai Draw Out skills discriminate between friend and for but every other kind of magic or ability with an area of effect does not.
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** ''VideoGame/Starcraft2'' plays it straight in the co-op mode. Players absolutely cannot hurt each other with their abilities unless they deliberately target them for attack. You can use any special regardless of its AoE, and while it ''may'' be able to harm your ''own'' units (often it doesn't), it absolutely won't harm your ally.
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** Like in the previous game, your ranged attacks don't hit allies in ''VideoGame/UnleashTheLight''. They can also be upgraded so that they provide benefits when they hit them, like Lapis's Tidal Wave healing any ally in its path.

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** Like in the previous game, your ranged attacks don't hit hurt allies in ''VideoGame/UnleashTheLight''. They can also be upgraded so that they provide benefits when they hit them, like Lapis's Tidal Wave healing any ally in its path.

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crosswicking


* In ''VideoGame/SaveTheLight'', Peridot's allies won't be hurt by her landmines, but they'll still activate them if they run over them. Garnet's [[GroundPunch Quake]] also doesn't hurt allies within range.


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* ''WesternAnimation/StevenUniverse'':
** ''VideoGame/SaveTheLight'', Peridot's allies won't be hurt by her landmines, but they'll still activate them if they run over them. Garnet's [[GroundPunch Quake]] also doesn't hurt allies within range.
** Like in the previous game, your ranged attacks don't hit allies in ''VideoGame/UnleashTheLight''. They can also be upgraded so that they provide benefits when they hit them, like Lapis's Tidal Wave healing any ally in its path.
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* In ''VideoGame/SaveTheLight'', Peridot's allies won't be hurt by her landmines, but they'll still activate them if they run over them.

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* In ''VideoGame/SaveTheLight'', Peridot's allies won't be hurt by her landmines, but they'll still activate them if they run over them. Garnet's [[GroundPunch Quake]] also doesn't hurt allies within range.

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crosswicking


* In ''VideoGame/SaveTheLight'', Peridot's allies won't be hurt by her landmines, but they'll still activate them if they run over them.



* In one of the ''{{Literature/Slayers}}'' video games, ''all'' spells can hurt your own party members, so be very careful. Also, big fireball spells or destructive ones will scorch the ground!

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* In one of the ''{{Literature/Slayers}}'' ''Literature/{{Slayers}}'' video games, ''all'' spells can hurt your own party members, so be very careful. Also, big fireball spells or destructive ones will scorch the ground!
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* In ''VideoGame/LeagueOfLegends'', no ability or attack in the game can damage anything on the user's side. This is a JustifiedTrope in the lore, however: any set of Champions could end up on the same side, and there are several pairs (such as [[CainAndAbel Kayle and Morgana, Nasus and Renekton,]] [[WorthyOpponent Rengar and Kha'zix]]) who would ignore the team's welfare for the chance to kill each other, so the friendly fireproofing has to be completely airtight. (Several champions can doom their teammates using abilities that create impassable terrain or reposition them without warning or consent, but that's more in the realm of "getting your teammates killed" the "killing your teammates".)

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* In ''VideoGame/LeagueOfLegends'', no ability or attack in the game can damage anything on the user's side. This is a JustifiedTrope in the lore, however: any set of Champions could end up on the same side, and there are several pairs (such as [[CainAndAbel Kayle and Morgana, Nasus and Renekton,]] [[WorthyOpponent Rengar and Kha'zix]]) who would ignore the team's welfare for the chance to kill each other, so the friendly fireproofing has to be completely airtight. (Several champions can doom their teammates using abilities that create impassable terrain or reposition them without warning or consent, but that's more in the realm of not "killing your teammates" so much as "getting your teammates killed" the "killing your teammates".killed".)
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* {{ZigZagged|Trope}} in ''TabletopGame/BattleTech''. Most weapons are generally 'smart' enough that firing against two adjacent units will not cause a missed shot to hit the adjacent hex (as hexes represent a space 30 meters across). However, the handful of weapons that ''do'' have the option to hit into multiple hexes ''don't'' obey this rule. Notable examples include Swarm missiles and any type of artillery strike or aerial bombardment (which obey shot-fall scattering rules), so better hope you don't have any units adjacent to your opponent's units when the enemy receives the bad news.
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** Among the player characters, melee attacks never strike allies, ranged attacks have friendly fire enabled on higher difficulty settings, and thrown incendiary/explosive barrels (being part of the map rather than character features) always allow friendly fire.

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** Among the player characters, melee attacks never strike allies, ranged attacks have friendly fire enabled on higher difficulty settings, and thrown incendiary/explosive barrels (being part of the map elements rather than character features) always allow cause friendly fire.fire. However, damage from friendly fire is drastically reduced.
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* ''VideoGame/FableI'': Zig-zagged by the Hero's attacks.
** Melee and ranged weapon attacks pass through allies unless the player [[UnfriendlyFire actively tags them as targets]].
** Most, but not all, magical attacks exclude allies, with little consistency as to which -- "Enflame" is an AreaOfEffect PlayingWithFire spell that only affects enemies, whereas "Fireball" is an AreaOfEffect PlayingWithFire spell that hits everything.
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* In one of the ''{{LightNovel/Slayers}}'' video games, ''all'' spells can hurt your own party members, so be very careful. Also, big fireball spells or destructive ones will scorch the ground!

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* In one of the ''{{LightNovel/Slayers}}'' ''{{Literature/Slayers}}'' video games, ''all'' spells can hurt your own party members, so be very careful. Also, big fireball spells or destructive ones will scorch the ground!

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Added fallout 1 and fallout 76 as examples


* ''VideoGame/{{Fallout 76}}'' is not pvp focused, and thus doesn't allow players to do all but a [[ScratchDamage tiny amount of damage]] to each other unless both players start shooting at each other, so explosives builds can fire into crowds of friends and enemies alike with nary a concern.



** ''VideoGame/Fallout2'' has many [=NPCs=] capable of using automatic weapons, from [=SMGs=] to automatic shotguns to [[GatlingGood miniguns]]. Every last one of them will fire unhesitatingly into the little cluster of PowerFist -wielding maniacs surrounding you. The game tries to help by allowing you to talk to you allies and tell them when burst fire is acceptable. Options range from "don't use burst fire if I'm in the way" to "Use burst fire even if I'm in the way", and everything in between (that option being "only use burst fire if you're sure you won't hit me"). ''This does absolutely nothing to prolong your life''.

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** ''VideoGame/{{Fallout}}'' and ''VideoGame/Fallout2'' has have many [=NPCs=] capable of using automatic weapons, from [=SMGs=] to automatic shotguns to [[GatlingGood miniguns]]. Every last one of them will fire unhesitatingly into the little cluster of PowerFist -wielding maniacs surrounding you. The game tries to help by allowing you to talk to you allies and tell them when burst fire is acceptable. Options range from "don't use burst fire if I'm in the way" to "Use burst fire even if I'm in the way", and everything in between (that option being "only use burst fire if you're sure you won't hit me"). ''This does absolutely nothing to prolong your life''.
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Added World of Warships: Legends example

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* 'World Of Warships Legends the console version of "VidoeGame/WorldOfWarships" has this including ramming, so don't worry too much if a friendly Yamato slams into you at top speed. Remember, that's "Legends" the console version, not the PC version.
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None

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* ''Series/KamenRiderGeats'': During the last third of the show, Kamen Rider Buffa gets his wish for the power to crush all Kamen Riders, which among other perks results in any attack by a Rider simply bouncing off him. He shortly thereafter does a HeelFaceTurn, with his invincibility now making him immune to friendly fire.

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Alphabetizing


* ''VideoGame/TheEndTimesVermintide'' and ''VideoGame/VermintideII'' zig-zag the trope:
** Among the player characters, melee attacks never strike allies, ranged attacks have friendly fire enabled on higher difficulty settings, and thrown incendiary/explosive barrels (being part of the map rather than character features) always allow friendly fire.
** Enemy ranged attacks can strike other enemy units. Combined with their [[AttackAttackAttack total disregard for each other's well-being]], this leads to situations where a [[MoreDakka ratling gunner]] or warpfire thrower chews through its own comrades. The sequel grants awards for some such situations, like getting beastman archers to finish off their own minotaur.



* As does ''VideoGame/MedalOfHonorAirborne'', which is a good thing since your Allied allies have a seemingly suicidal tendency to run right in front of your gun while you're blasting at the enemy.

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* As ''VideoGame/Left4Dead'' disables friendly fire only on Easy difficulty and it's only for bullets while everything else still causes some damage. The sequel does ''VideoGame/MedalOfHonorAirborne'', the same thing. Friendly fire ramps up with difficulty, to the point that a single stray shot on Expert can down an ally.
* ''VideoGame/MedalOfHonorAirborne'' makes players on a team immune to each other's shots,
which is a good thing since your Allied allies have a seemingly suicidal tendency to run right in front of your gun while you're blasting at the enemy.



* ''VideoGame/TheEndTimesVermintide'' and ''VideoGame/VermintideII'' zig-zag the trope:
** Among the player characters, melee attacks never strike allies, ranged attacks have friendly fire enabled on higher difficulty settings, and thrown incendiary/explosive barrels (being part of the map rather than character features) always allow friendly fire.
** Enemy ranged attacks can strike other enemy units. Combined with their [[AttackAttackAttack total disregard for each other's well-being]], this leads to situations where a [[MoreDakka ratling gunner]] or warpfire thrower chews through its own comrades. The sequel grants awards for some such situations, like getting beastman archers to finish off their own minotaur.
* ''VideoGame/Left4Dead'' disables friendly fire only on Easy difficulty and it's only for bullets while everything else still causes some damage. The sequel does the same thing. Friendly fire ramps up with difficulty, to the point that a single stray shot on Expert can down an ally.

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* ''[[TabletopGame/WarhammerFantasy Warhammer]] VideoGame/TheEndTimesVermintide'', which is essentially a Warhammer version of ''VideoGame/Left4Dead'' mostly plays this trope straight. Melee attacks can never hit allies, but all ranged and area attacks will start hitting allies on higher difficulties.

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* ''[[TabletopGame/WarhammerFantasy Warhammer]] VideoGame/TheEndTimesVermintide'', which is essentially a Warhammer version ''VideoGame/TheEndTimesVermintide'' and ''VideoGame/VermintideII'' zig-zag the trope:
** Among the player characters, melee attacks never strike allies, ranged attacks have friendly fire enabled on higher difficulty settings, and thrown incendiary/explosive barrels (being part
of ''VideoGame/Left4Dead'' mostly plays this trope straight. Melee the map rather than character features) always allow friendly fire.
** Enemy ranged
attacks can never hit allies, but all ranged and area attacks will start hitting allies on higher difficulties.strike other enemy units. Combined with their [[AttackAttackAttack total disregard for each other's well-being]], this leads to situations where a [[MoreDakka ratling gunner]] or warpfire thrower chews through its own comrades. The sequel grants awards for some such situations, like getting beastman archers to finish off their own minotaur.
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[[folder:Action Adventure]]
* ''VideoGame/MissionImpossibleKonami'': Your agents are immune to their own tools. Max can stand right on top of his bombs when he detonates them with no ill effect. This is useful if you're surrounded by enemies to clear them away. Grant, likewise, isn't affected by his gas bombs.
[[/folder]]
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* ''VideoGame/{{Doom}}'' is a famous aversion. When two demons' attacks collide, they'll prioritize and attack each other instead of [[PlayerCharacter Doomguy]]. Causing monster infighting is actually encouraged on some levels, especilly the one with both [[DamageSpongeBoss a Spider Mastermind and Cyberdemon]].

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* ''VideoGame/{{Doom}}'' is a famous aversion. When two demons' attacks collide, they'll prioritize and attack each other instead of [[PlayerCharacter Doomguy]]. Causing monster infighting is actually encouraged on some levels, especilly the one in ''VideoGame/DoomII'' with both [[DamageSpongeBoss a Spider Mastermind and Cyberdemon]].
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* Turning Friendly Fire off in ''Franchise/DragonAge'' utterly breaks the game. The secondary knockdown/flash-freeze effects of spells like Fireball and Cone of Cold still apply, but they deal no damage to your party members or your person, making mages unbeatable. You can even have conversations with party members and [=NPCs=] while ON FIRE. And this is without any snarky commentary or anything. However, the moves which paralyze of freeze an opponent that talks to you when defeated won't let the conversation start until it wears off. Also, AI-controlled ally characters that lack PlotArmor are still not immune to the spell SplashDamage, making large-scale magic attacks impractical for mass combat.

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* Turning Friendly Fire off in ''Franchise/DragonAge'' utterly breaks the game. The secondary knockdown/flash-freeze effects of spells like Fireball and Cone of Cold still apply, but they deal no damage to your party members or your person, making mages unbeatable. You can even have conversations with party members and [=NPCs=] while ON FIRE. And this is without any snarky commentary or anything. However, the moves which paralyze of or freeze an opponent that talks to you when defeated won't let the conversation start until it wears off. Also, AI-controlled ally characters that lack PlotArmor are still not immune to the spell SplashDamage, making large-scale magic attacks impractical for mass combat.



** Apparently, your guns, biotics, tech mines, et cetera, could distinguish between friend and foe. Strangely for a game that usually explains everything, this wasn't even handwaved If you shot something that exploded, however, you could hurt yourself and your allies. It was ''sort of'' handwaved - your shots would bounce off your allies' shields, although this wouldn't have any actual effect on said shields.

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** Apparently, your guns, biotics, tech mines, et cetera, could distinguish between friend and foe. Strangely for a game that usually explains everything, this wasn't even handwaved If you shot something that exploded, however, you could hurt yourself and your allies. It was ''sort of'' handwaved - your shots would bounce off your allies' shields, although this wouldn't have any actual effect on said shields.
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* ''Series/UltramanCosmos'', in his [[SuperMode Eclipse Mode]], gains the Cosmium Beam, a powerful beam that can destroy evil beings, but beings who are not evil are unharmed. What's more, beings affected by [[TheCorruption Chaos Header]] will have its light virus purged from their body, even if it hasn't caused them to go berserk yet.
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Prevents FriendOrFoe becoming an issue, as well as needing an ArbitraryMinimumRange when shooting near allies. Sometimes implemented as AntiTrollingFeatures. Subtrope of DamageDiscrimination.

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Prevents FriendOrFoe becoming an issue, as well as needing an ArbitraryMinimumRange ArbitraryWeaponRange when shooting near allies. Sometimes implemented as AntiTrollingFeatures. Subtrope of DamageDiscrimination.

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