Regenerating Shield, Static Health: Difference between revisions

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[[Regenerating Health]] is great from a designer's perspective, because they don't need to worry about players screwing themselves over by draining their health and being unable to handle the next challenge. The downside is some players (and designers) complain it makes things too easy. What to do? Why not have both regular Hit Points and Regenerating Health?
 
Enter the [['''Regenerating Shield Static Health]]''' system. In addition to your health, you have some kind of regenerating shield that protects you from a certain amount of damage. When the shield is drained, your health becomes vulnerable.
 
Especially common in Space Sims, since the obvious implementation of [[Deflector Shields]] in game terms requires it.
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** ''[[Mass Effect 3]]'' plays this trope straight. Your health is segmented into five parts, and damage to your health will only regenerate up to the last undepleted part. You need to use Medi-Gel to restore the depleted segments.
* ''[[Payday: The Heist]]'' uses this. The amount of total armor you have decreases as you lose health, though there are bonuses you can unlock that increase how much protection armor offers.
* ''[[Sword of the Stars]]'' uses this -- damagedthis—damaged or destroyed sections and turrets can't be repaired until combat is over, but shields can recover when knocked out.
* ''[[Starcraft]]'', but only for the Protoss faction. They're the only ones who have shields at all.
* The latest ''[[SSX]]'' game inverts this any time you wear power armor. Your armor's durability doesn't regenerate, but once it's depleted, damage goes to your health, which does regenerate.
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