Regenerating Shield, Static Health: Difference between revisions

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* ''[[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—damaged or destroyed sections and turrets can't be repaired until combat is over, but shields can recover when knocked out.
* ''[[StarcraftStarCraft]]'', 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.
* The player's ship in ''[[Tyrian]]'' determines the amount of non-regenerating armor, while the type of shield generator installed determines the strength of regenerating shields.
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* Old TSR games
** The 1st Edition of ''[[Gamma World]]'' had technological force shields that could absorb a specific amount of damage before going down, and whatever they were protecting took no damage until this happened. They returned to full strength at the beginning of the next melee turn.
** In the 1st Edition Advanced ''[[Dungeons and Dragons|Dungeons & Dragons]]'' module S3 ''Expedition to the Barrier Peaks'' (which was based on ''[[Gamma World]]''), the police robots' force shields regenerate at a rate of 1 [[Hit Point]] per combat round.
* ''[[Big Eyes, Small Mouth]]''. When force fields took more damage than they could resist they lost a level of effect. The damage was regenerated at a rate of 1 level per round, but only while the field was turned off.
* Pre-Saga edition ''[[Star Wars]]'' RPG had it in form of Vitality (quickly regenerating, representing the character's ability to avoid severe injury) and Wounds (the character's real meaty hit points, hard to restore).
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{{reflist}}
[[Category:Video Game Tropes]]
[[Category:Regenerating Shield Static Health{{PAGENAME}}]]