Friendly Fireproof: Difference between revisions

m
update links
m (revise quote template spacing)
m (update links)
Line 52:
* Averted in ''[[Call of Duty]]'' and ''[[America's Army]]'', where the game hates you if you plink any friendly (on purpose, as a few strays are acceptable in CoD). CoD ends your "life", while AA sends your character to [[wikipedia:Fort Leavenworth|Fort Leavenworth]].
** ''[[Call of Duty]] World at War'' plays the trope straight (at least in single player). Especially bad when you can shoot napalm straight through your squad to hit the enemies on the other side...
* Averted in the original ''[[Half Life]]'', where shooting some of the friendly characters would cause a [[Nonstandard Game Over]]. Also, firing at a security guard would cause him to shoot at (and damage) Gordon, provided he did not die. The second installment changed this by making Gordon automatically lower his weapon when aiming at friendlies. You could still fire at them (as in the page image), but the bullets would inexplicably not harm them.
* ''[[Left 4 Dead]]'' averts this. There is ''no'' option of turning friendly fire off, and it's easy to shoot teammate because you jumped after some infected suddenly appear.
** The amount of damage you do to your teammates is determined by the difficulty level. On easy, you're immune to damage, but the game still keeps track of friendly fire. On expert, a single shotgun or hunting rifle shot is an instant incapacitation.
Line 65:
** This is highly averted in most of the Halo series (annoyingly enough). This made certain gametypes hard to play or make it nigh impossible to complete a match, since most Halo games (Number 3 and Reach) had the boot-button which most players used whenever it appeared. This makes alot of lengthy gametypes a pain, and a game of [[Video Game Caring Potential]], which is diffecult with imcompetent teammates.
*** Friendly fire and the boot-button can be a kick to the nads, at times. Especially during Invasion, or a gametype where you're kikcing ass.
** This is why most Halo-gamers play with their friends so it fills up a whole team for certain gametypes. Mostly Team Slayer, where the friendly casulties are highest, and teammates are usualy 4-5 players. (Which can screw you over if just one team-mate quits/gets booted.)
* Averted in ''[[Tron 2.0]]''. Though, if you screw-up and de-rez a non-hostile character, the game immediately protests "Illegal Program Termination" and gives you a [[Nonstandard Game Over]].
* Averted in ''[[No One Lives Forever]]'', to the point where shooting a ''monkey'' will result in a [[Nonstandard Game Over]] with an "unacceptable simian casualties" message. The civilians will also cower if you approach them with a drawn weapon.
Line 116:
** YMMV. One of the most famous in-universe tactics in Star Wars is the Ackbar slash, which is pretty much what was described. To some players being able to use tactics like that (and other similar tactics) would make up for the annoyance of friendly fire.
* Archers in ''[[King Arthur the Role Playing Wargame]]'' technically fire in an area rather then specific targets. Thus, firing at an enemy unit that is very close to your own may harm your own. Some magic spells also do damage in an area to all in that area, while others may avoid this. However, your cavalry and knights can be at [[Foe-Tossing Charge]] speed, but won't hurt your own units if they get in the way (Especially [[Acceptable Break From Reality]] since getting to high speeds can be tough, so tying up enemy units in melee with your own is a particularly sure way to get it to happen. Otherwise, you'd probably need magic.).
* In ''[[Command and& Conquer|Command and Conquer: Red Alert 3]]'', Spies and Sudden Transports ([[Dressing as the Enemy|units that can disguise themselves as enemy infantrymen or vehicles, respectively]]) will never be accidentally targeted by friendly forces, even when their disguises are active. The game itself, however, has a force-attack option, which allows the payer to order their units to attack friendly units and structures.
* ''[[Command and& Conquer]]'', at least the first one, does a terrible (to the player) work at averting this trope. With several units that deal splash damage, you may try a mass attack, but a mass attack of grenadiers or flamethrowers is going to hurt you more than the enemy.
* Frustratingly sporadic in the current version of ''Bowmaster: Winter Storm''; arrows that deal damage directly instead of having [[Trick Arrow|some special area effect]] will go right through friendly deployed units... Except when they don't. The arrow that can [[One-Hit Polykill|go right through targets]] will only avoid going through your guard most of the time, while the [[Healing Shiv|arrows that heal their targets]] can heal enemy units if fired into close combat.
 
Line 135:
** Justified in the case of most Espers, whose summoning sequences cause the party to vanish first.
* Turning Friendly Fire off in [[Dragon Age]] 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 allies or your person, making mages unbeatable.
* ''[[Final Fantasy IX]]'' continues with the tradition of making your party members vanish before the summon attack begins. It also has a subversion in Quina's Night spell. Night hits your party members along with the monsters, but you can make yourself immune by equipping the Insomniac ability.
* ''[[Skies of Arcadia]]'''s [[Combined Energy Attack]], Prophecy, ''[[Colony Drop|crashes a moon into the planet]]''. This doesn't even change the characters' formation, much less knock the planet out of its orbit and cause mass extinctions.
** Not to mention how often often you fight on airships... yet the moon can crash through them and half-burrow itself into the planet.
* The flashier [[Summon Magic|Summons]] in the ''[[Golden Sun]]'' series call down friggin' ''gods'', who wreak havoc with the surrounding landscape...until their animation is over, at which point everything goes back to normal. Particularly ridiculous with Judgment, who fires an energy blast which is seen scouring most of the planet into nothingness; Catastrophe, who wreathes the world in demonic flame, and Iris, who ''causes the sun to go nova''. Can you spell "overkill"?
** Then there's the more advanced weapons, which will occasionally "unleash" a more powerful attack with its own cutscene. In ''The Lost Age'', a properly equipped character with the Sol Blade ''can drop a meteorite'' every turn with no apparent environmental consequences.
* Most games in the ''[[Tales Of|Tales]]'' series. As the games in the series are action-[[RPG|RPGs]] and the antagonists frequently draw from the same pool of spells as the protagonists, this can make dodging a chore if you're not paying attention, since Abyssion's Meteor Storm looks exactly the same as Genis's Meteor Storm.
Line 145:
* Averted in ''[[Suikoden III]]'' - area effect spells hit in the area of effect, and if your friends happen to be standing right next to your target , then that's just too damn bad for them. Spells that are 'Hit All', however, will still only target foes...
* [[Demon's Souls]]: Friendly NPCs can be hit with any of your weapons. Fortunately (and/or gamebreakingly), most of them will hold off retaliating before you deal significant damage to them. On the other hand, you can't hurt Blue Phantoms, so Friendly PC Fire is off.
* In ''[[Pokémon]]'' double battles (ones in which each trainer uses two Pokemon at once) some attacks hit only one opponent, some hit both opponents but with the power divided amongst each other, and some hit both opponents and the other Pokemon on the same side for full power (and you can tell this by which ones are glowing when you pick the attack).
** Some players can use this to their advantage, if one of their Pokemon has an ability that would make it benefit from or immune to its ally's attack. If you can hit your enemies at the same time, well...
*** There are some ways to actually benefit from this. Pairing a Flying-type with a Pokemon that knows Earthquake allows to you damage both opponents, but Flying-type Pokemon are immune to Ground-type attacks. In a similar vein, Flying-types can use Fly to avoid attacks like Surf, which damages everyone but the user.
*** In another similar vein, Pokemon with the ability Levitate are immune to ground attacks,also allowing the pairing with an Earthquake user to work. Probably the best known example of this is Bronzong.
*** Abilities that absorb a certain element of attack, such as Flash Fire or Water Absorb take it one step farther, where instead of just missing your teammate your attack with buff them up instead of doing damage. Two Fire types with both possessing Flash Fire and Lava Plume is a very scary thing.
Line 154:
* ''[[Neverwinter Nights]] 1'' and ''[[Neverwinter Nights 2|2]]'' allow you to choose whether you can damage your friends by changing the [[PvP]] settings. You can opt to not be able to hurt any friendlies, not to hurt your own party members, or just to damage anyone who gets hit.
** The chief problem with leaving it on "hurts friendlies" is that if you have a melee-based henchman, they will run into the area of your fireball (or other favoured "kill lots of things" spell), receive a mild injury, and come running back over to beat you up with their weapon.
* Averted in ''[[Wizardry]]'', where the effects of spells are described in the manual rather than shown due to the primitive graphics of the time. In the description for the most powerful spell, Tiltowait, the manual specifically mentions that the spell also creates a force field to protect the party from the tremendous explosion created.
* ''[[Rogue Galaxy]]'' gives a send-up to ''[[Final Fantasy VII]]'' with the 'Supernova' attack - a [[Combined Energy Attack]] special-move initiated by the hero, which creates a huge beam of energy that literally blows the planet you're standing on to smithereens, and scatter the lifeless rocks that result to the eight corners of the universe. And yet, somehow, the planet is still there for you to stand on when the move is over...
* Averted in ''[[Fable (video game series)|Fable]]'', where friendly/neutral NPCs are immune to your melee attacks (unless you're locked on to ''them''), but not to your arrows/magic. This can be frustrating when NPCs get between you and your target, and they will.
Line 160:
** The sequel has many NPCs capable of using automatic weapons, from SMGs to automatic shotguns to [[Gatling Good|miniguns]]. Every last one of them will fire unhesitatingly into the little cluster of [[Power Fist]] -wielding maniacs surrounding you.
*** Note that unlike the original, ''Fallout 2'' allows 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''.
*** ''[[Fallout 3]]'' and ''[[Fallout: New Vegas]]'' both have friendly fire turned on, the later has a feat that makes you less likely to hit your allies.
* ''[[Mass Effect]]'' abused this trope quite thoroughly. 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.
Line 175:
* ''[[Dragon Age]]'' does the hell out of this. Say you have a ton of darkspawn coming at you and are on such a difficulty level that friendly fire is turned off. You can nuke said darkspawn with...oh, lets go with Inferno...WHILE STANDING IN THE GIANT PILLAR OF FLAME WITHOUT FLINCHING! In addition, you can even have conversations with party members and NPCs while ON FIRE. And this is without any snarky commentary or anything.
** Averted though, when you do have the friend;y fire on (every setting but Easy), you need to be careful with the Mages. Doesn't help when you cast a giant fireball at an enemy that is running at your party. Sure he's knocked down and set on fire, but so is everybody else in range. Including you. Also annoying to accidentally freeze a party member. Still, it is funny to see a party member talk to you while on fire, but some moves that paralyze of freeze an opponet that talks to you when defeated won't let the convo start until it wears off.
** Also, even on the lowest difficulty, when Friendly Fireproof is enabled, while your party members are immune your attack spells, possible ally characters (unless they have [[Plot Armor]]) are not, making large-scale magic attacks impractical for mass combat.
** In "Dragon Age 2", friendly fire is only actived 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 slaugther themselves. Ironically, mages don't suffer as much from this change, since comparatively few of their spells can do friendly damages.
* ''[[Mount and Blade]]'' averts this for ranged weapons but plays it straight for all melee weapons. Once your army gets large enough, you WILL get shot by your own forces at least once a battle.
 
== [[Shoot'Em Up]] ==
* In ''[[Star Fox (series)|Star FoxFOX]] Assault'', your wing men are immune to your own blasts. This wouldn't necessarily be a problem, but when they fly into your line of fire and being taking the shots meant for the enemy (and they will), chances are you'll want to hurl your controller through the screen.
** The other games in the series, however, make it possible to hurt your wingmen (but a few supportive characters are immune) -- Peppy, in particular, would answer with an angry "Knock it off, Fox!!!". As little help as they tended to be, they still had to be alive by the end of the mission if you wanted to score a medal in [[Star Fox (series)|Star FoxFOX]] ''64''.
 
== [[Simulation Game]] ==
Line 211:
*** With a few exceptions. One scion has a (generally) 50/50 chance of causing 999 damage to EVERYONE, making it possible to completely wipe out your team and the enemy team at the same time. Two other scions that target just one person can be chosen to hit friend or foe. Another (Ultima) nukes your enemies ''and'' fully heals your side.
*** The reason most Scions and Illusion spells don't hit your team is because teleporting the entire team away temporarily is apparently part of the spell. Much like how the characters vanish when using summons in ''[[Final Fantasy VI]]''.
** ''[[Tactics Ogre]]'' did something similar: area spells would usually hit anyone within range, and the enemy had [[The Computer Is a Cheating Bastard|the annoying habit of knowing when you were going to cast healing spells]].
* Some of the area-effect "MAP" attacks in the ''[[Super Robot Wars]]'' series will target everyone in the line of fire, friend or foe, some won't. If you're lucky, the game will have a way to let you know which one it is ''before'' you let loose with it.
* ''[[Brigandine]]'' has this for its "geno" area-of-effect spells (Geno-Frost, Geno-Flame), and the slightly wider but slightly weaker "Holy Word". You don't have to fear harming your allies, and the enemy needs to be a bit more cautious when placing all its troops around you. However, the game also includes several area-of-effect spells that ''do'' harm your allies - and, while a few of the stronger tank-type heroes have the a-o-e spells, they're mostly found on weaker heroes who shouldn't be toe-to-toe with the enemy, making the spell's range a little less impressive.
* Averted in most of [[Nippon Ichi|Nippon Ichi's]] strategy RPGs, from ''[[La Pucelle]]'' on. All area effect spells and attacks hit EVERYTHING in their radius, including people you don't want it to. In later games, the number of friendly kills plays a role in determining which ending you get.
** In the ''[[Disgaea]]'' series, characters are incapable of damaging themselves with their own area attacks, but anyone else is free game. However, there's an evility in 3 and 4 makes the user friendly fire proof.
* Averted in ''[[Vandal Hearts]] 2'': All attacks hurt anyone in range, which if you plan badly or the enemy move can make attacks not only devastating for yourself but the enemies untouched. This made some powerful spells unusable in close combat, and the enemy could also sneak into the range of your healing spells.
** However, it's in full effect in the first game. Kind of necessary though, given there are a couple spells that hit all enemy targets within either 7 or 9 spaces of the caster.
Line 230:
* Averted in ''[[Bully (video game)|Bully]]''. Most missions where Jimmy is working with someone else, it's imperative that they survive the whole thing, save for Halloween and rumbles. Kind of annoying when you're messing around and you kill a superfluous character because they're only slowing you down anyhow then you lose the mission.
* In ''[[The Godfather (video game)|The Godfather]]: The Game'', Aldo can't attack his Corleone brothers-in-crime, while they don't hurt him when shooting at enemies.
* In ''[[Spore]]'', you cannot kill or even harm any members of your own species in the Cell and Creature stages.
 
=== Non-video game examples: ===