Body Armor as Hit Points: Difference between revisions

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* ''[[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.