Do Not Drop Your Weapon: Difference between revisions

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{{trope}}
 
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Shoot half a magazine into someone's body and he shrugs it off as if [[Made of Iron|nothing happened]] (maybe writhing in agony for a few seconds if you get lucky), keeping a firm grip on his gun. Shoot him one more time and [[Critical Existence Failure|he dies]], signified by dropping his gun. Yet, this only happens when he dies, as if the gun were [[Soul Jar|keeping him alive]].
 
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== [[RPGsRole Playing Game]]s ==
* ''[[Elder Scrolls]]: [[Oblivion]]'' averts this. You can disarm enemies, and your opponents can disarm you, too.
** Averted a second time in that dead enemies may keep a firm grip on their weapon even after being killed. Skeletons can even be ''blasted apart'' and their severed hand will still be tightly gripping their weapon! You can still take it from them by looting their corpse, however.
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== [[Run Andand Gun]] ==
* In most Sega gun games in which your opponents are armed, any shot that hits will kill, but you get bonus points (and sometimes powerups) for disarming "skill shots." This becomes very important in ''Rambo'', where trick shots power up your [[Super Mode|Rage Meter.]]
 
 
== Side-Scrolling Shooters ==
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* Averted in ''[[Jagged Alliance]] 2'', where all sorts of things could cause a character to drop his weapon, particularly the use of stun grenades and other explosives. This includes both friends and foes. However, to keep the player from getting too many powerful weapons in the early stages of the game, some enemy weapons disappear completely once the enemy carrying them dies, for no other reason. This leads some players to try and "steal" weapons from enemies before killing them, which verges on suicidal unless you're really really good at it.
** The reasoning behind this is shown in the 1.13 fan-patch, which allows you to force enemies to drop their weapons: after clearing a heavily defended sector at the beginning of the game, you will find yourself flooded with new weapons, only a couple of which you might even want.
* The ''[[X-COM]]'' games play it mostly straight. Enemies only drop their inventories when dead or unconscious. That is, unless you exploit a minor bug in the first game or they are caused to panic (psi attacks, killing their own men, and killing them can do this). Also, they cannot pick up said weapons, apparently due to failure to update game data when this feature was overhauled (it's easily fixed in [[Game Mod]]s, even for the original game). Then again, if an alien dropped the gun but also has a grenade in equipment, that's what you'll get on the next turn.
 
 
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[[Category:Video Game Tropes]]
[[Category:Do Not Drop Your Weapon]]
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