Body Armor as Hit Points: Difference between revisions

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* Many ''[[James Bond]]'' FPS games, however ''Nightfire'' plays with this to a degree: Your armor only protects you from bullets. When you fall from a great height, your bio stats decrease.
* ''[[Perfect Dark]]'' uses "realistic" personal shields.
** In ''[[Perfect Dark|Perfect Dark Zero]]'', body armor will mitigate the effect of being shot, although it will still undergo [[Critical Existence Failure]] and stop working, and is useless against melee. This actually makes sense, as kevlar vests in real life are designed to absorb bullet impact, and do nothing against a knife or club.
* The second ''[[F.E.A.R.]]'' game.
* Played with in the early ''[[Rainbow Six]]'' video games. Without heavy armor, the player character can go down in as little as [[One-Hit-Point Wonder|one bullet]].
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== Real Time Strategy ==
* ''[[Command and& 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 ''[[Starcraft]]'', 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.
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* ''[[Knights of the Old Republic]]'' deflector shields roughly fit this (armour is the standard D20-style where it makes you harder to hit); there's a maximum damage quantity they can take, although they also have a time limit and a maximum they can absorb from any one attack.
* ''[[Mass Effect]]'' plays the trope straight, with a third layer devoted to biotic barriers or shields. Most boss-type units in ''Mass Effect 2'' have at least armor or shields. On [[Harder Than Hard|Insanity]] difficulty, all enemies have armor or shields, and boss-type units have shields/biotic barriers, armor and finally health. Especially tough boss-type units have biotic barriers, shields, armor and health. However, huge or purely mechanical enemies ''only'' have armor, not health. Once their armor is depleted, it's assumed the last shot hit something vital and killed/destroyed them.
* In ''[[Mega Man Battle Network]]'', the Barrier chips act like this. Each Barrier has a set amount of health, so if you have a 200 Barrier, 20 attacks with 10 damage will break it, but so will the attack with 200 damage. The only way to restore it is it get another barrier. The subversion lies in the sister set, the "Aura" chips. They can only be destroyed by an attack that is equal to or more powerful than their HP.
* ''[[Deus Ex]]'' uses the trope and justifies it in universe. The body armor actively uses energy to deflect weapon fire. Once it runs out of power, it no longer provides any protection. The armor slowly depletes just by wearing it, getting hit makes it deplete faster.