Body Armor as Hit Points: Difference between revisions

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* ''[[Demons Crest]]'' gives Firebrand the Legendary Gargoyle morph, which effectively doubles his life gauge. In a more traditional example, the "Armor" talisman halves damage he takes. These two effects stack when used together.
* This is how armors work in ''[[Legend of Kay]]''. You even get an extra [[Life Meter]] (for the armor) next to your normal one.
* ''[[Flashback (1992 video game)|Flashback]]'' has Shield working this way, except it can be reset at recharge stations. So if Conrad is hit, it's just 1 charge off the shield, unless shield already shows 0. But some things kill outright, like disintegration, fall from great height, or not leaving certain levels before they [[Collapsing Lair|self-destruct]].
 
== Real Time Strategy ==
* ''[[Command & Conquer]] Renegade'' also used it. Even vehicles have both types of hitpoints, but the armor is taken off first. This makes some sense for the Mammoth Tank since it ties in with their self-repair (which only affects normal health, allowing it to recover to 50% just like in the original game).
* In ''[[StarcraftStarCraft]]'', the Protoss have the "Deflector Shields" version.
* Armor upgrades in ''[[Dawn of War]]'' increase hit points rather than damage resistance. This is because the game engine relies on armor type to determine damage taken.
* In ''[[StarcraftStarCraft II]]'', the Vanidium Plating upgrade adds +5% HP per armor upgrade. This also affects vehicles and spaceships, as well as soldiers. Marines also get a [[Luckily, My Shield Will Protect Me|Combat Shield]] upgrade that grants +10 HP.
 
== Role Playing Games ==
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== Tabletop Games ==
* Ablative armor in ''[[GURPS]]'' acts almost exactly like normal hitpoints (the exceptions being against attacks with armor penetration modifiers).
* ''[[Rifts]]'' and other Palladium games have body armor working as additional SDC with set coverage - strike roll falling between miss and Armor Rating damages armor's SDC instead of character's [[Only a Flesh Wound|SDC]]/Hit Points.
* ''[[Rifts]]'s'' Mega-Damage system basically ''replaces'' your normal SDC/Hit Points with the armor's MDC, given that even light Mega-Damage to a normal human will usually [[Chunky Salsa Rule|kill them outright]].
** Mega-Damage system is a pure example of this, as it ''replaces'' SDC system. MDC is used for heavy vehicles or at least battle armor supposed to protect from direct hits of rockets and suchlike, thus usually MDC grade armor doesn't have Armor Rating, i.e. covers the wearer completely. And since even 1 Mega-Damage usually can [[Chunky Salsa Rule|kill messily]] a normal human, anything other than armor's MDC simply doesn't count.
** Other Palladium games have body armor work as additional SDC, though it is also a slight aversion to the trope due to a mechanic called Armor Rating. It's dependent on how much of the body is covered by armor. Any strike roll that goes over the A.R. does damage directly to the character, anything under the A.R. damages the armor itself.
* ''[[BattleTech]]'' armor is universally like this; it literally adds extra hit point boxes to a given unit's location 'outside' the internal structure proper, which are usually not actually any tougher but have to be eliminated before any actual structure damage can be inflicted.
 
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* In ''[[Sword of the Stars]]'' all armor techs add to the health of your ships, but they also dramatically increase the chance of physical weapons simply ricocheting off the hull with no damage. Weapons in the 'Polarized Plasmatics' tree are dangerous because they negate that bonus.
* ''Battle Isle'' series has hitpoints called "Armour", whether on vehicles or infantry.
** ''[[Advanced Strategic Command]]'' does the same, as a [[Fan Remake]] of ''Battle Isle'' later evolved into its [[Spiritual Successor]]. But at the same time, damage degrades attack strength, and infantry gradually heals.
* ''[[Stars!]]'' callsdoes hitpointsthis with spaceships: health stat is called "Armor", it's plaina sum of durability points from base armor value of a hull and increments from installed components. The only difference is that trait Regenerating Shields halves value of armor-type components only, but not that of hull or other components that add armor as a bonus (Croby Sharmor shield, [[Imported Alien Phlebotinum|Mystery Trader devices]]).
 
== Wide Open Sandbox ==
* ''[[Grand Theft Auto]]'': All of the Playstation 2-era games use this trope the same way; body armor hit points are indistinguishable from regular hit points insomuch as game mechanics are concerned, but in ''Grand Theft Auto IV'', only being shot or caught in an explosion will take off armor; damage taken from falling, getting run over, getting punched in the face and so on bypasses it. ''San Andreas'' and ''Liberty City Stories'' also bypassed armor damage from drowning and falling.
* In ''[[Spore]]'', adding armor to the animal increases the hitpoints, though the increases don't stack.
* In ''[[EveEVE Online]]'', spaceships have hitpoints split into three types: Shields, Armor and Structure which take damage in that order. There are modules you can fit that will increase the hitpoints of each type, thus increasing your ship's "life".
* In ''[[Assassin's Creed II]]'', armor adds to your health bar. However, over time armor gets damaged and when "broken" you can't regain the health it provides until you get repairs done.
* In ''[[Prototype (video game)|Prototype]]''. Alex has two defensive powers, a shield and armour. The shield on his arm absorbs hit points until it breaks, whereas the full-bodied armour simply reduces the damage done to him while slowing him down.
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[[Category:Video Game Physics]]
[[Category:Tropes in Shining Armor]]
[[Category:Body Armor as Hit Points{{PAGENAME}}]]