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Take Cover: Difference between revisions

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* Cover is very important in the old ''[[X-COM]]'' games since even the best soldiers in the best armour can be taken out in one shot. Grenades, bigger bombs, and powerful weapons can all be used to destroy cover and each terrain object has a number of 'hit points' that indicates how sturdy it is.
** Cover is also very important when avoiding explosive weaponry. Because of the way explosions are handled, a blast will destroy a wall or object, but if someone is hiding behind the wall or object, it'll still stop the blast. This is why doubling up on firing rockets or using the autocannon's high explosive rounds in burst mode is highly recommended for hunting out aliens in cover. One rocket or shell destroys the cover, the others get the alien lurking behind the wall.
* ''[[UFO Alien Invasion]]'' reduces hit probability against creatures behind cover and shows where your shots are blocked (partially or fully) by colouring line of fire. But while for ''most'' weapons any cover is hard, some also have wall piercing property - coilgun is the best at this. And, of course, indirect fire can circumvent the cover, though it's much less useful if there's a ceiling.
* ''[[Emperor: Battle for Dune]]'' introduced dedicated areas of "infantry rock" where infantry could take cover and be safe either from sandworm attacks or being run over by enemy vehicles (this probably being a balancing decision as otherwise infantry would be too underpowered).
* ''[[Starcraft]]'' also made it so that [[Geo Effects|certain decorative sprites (trees, outcroppings, etc)]] would grant a defensive bonus to infantry hiding behind/under them.
* ''[[Jeff Wayne's War of the Worlds]]'' allows human vehicles hide in forests, granting a few seconds of protection from Martian fire.
* ''[[Advanced Strategic Command]]'' gives some terrains and terrain objects defensive value. Including those you can build, such as ditches.
 
== Tabletop Games ==
* Pretty much every modern [[Tabletopwargame and Games|pen & paper]] RPG (even D&D, starting with AD&D2) has rules for making use of cover. The difference is in how hard cover vs. concealment is handled.
 
== Other ==
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*** That said, when it ''did'' work, having the same button do all three things could have some awesome effects, like having Shepard sprint towards cover and slide the last five or ten feet like a baseball player. It depended partially on player reflexes and largely on the layout of the room.
** Speaking of waist-high cover being ''everywhere'', the ''[[Mass Effect]]'' games seem to treat jersey barriers the way other games treat [[Crate Expectations|wooden crates]]. This is used to mess with the player's expectations on at least one mission in a massive spaceship where these waist-high barriers are ''everywhere'', but enemies are [[Nothing Is Scarier|nowhere to be found]] for the first ten or fifteen minutes.
* Pretty much every modern [[Tabletop Games|pen & paper]] RPG has rules for making use of cover.
* The upcoming [[Xbox Live Arcade]] and [[Wii Ware]] game ''[[Retro City Rampage]]'', a homage to 2D retro games, will feature a cover mechanic.
* In ''[[World of Tanks]]'', buildings and other terrain features can be used to block enemy fire, though artillery can bypass some of it from the right angle. Some buildings can also be destroyed by shooting or running over them.
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