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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{{examples}}
 
== Spaceflight Video Games ==
* ''[[Allegiance]]''
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* ''[[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).
 
 
== Web Original ==
* From all indications, this seems to be how Aura works in ''[[RWBY]]'', with a dramatically large ratio of shield to health.
 
{{reflist}}