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Subsystem Damage: Difference between revisions

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(Import from TV Tropes TVT:Main.SubsystemDamage 2012-07-01, editor history TVTH:Main.SubsystemDamage, CC-BY-SA 3.0 Unported license)
 
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* ''G-Nome'', a game about [[Humongous Mecha]], tracks damage to the various parts of your mecha. These being bipedal or quadrupedal vehicles, losing a leg is as immediately fatal as losing the cockpit.'
* ''[[Perfect Dark]]'': This could be done to the guards. Hitting a limb tended to worsen their accuracy and running speed, and could even cause them to drop their gun.
* In most of the ''[[Ghost Recon]]'' and ''[[Rainbow Six]]'' series, getting hit in the limbs will incur some very serious penalties. Getting hit in the head or center mass usually results in a [[One -Hit Kill]].
* ''[[Soldier of Fortune]]'' allows you to damage and destroy individual body parts in [[Gorn|gory detail]]. The player is still subject to [[Critical Existence Failure]].
* Occurs with the player's interface in ''[[Halo Reach]]'''s "Lone Wolf" epilogue.
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* ''[[Dwarf Fortress]]'' does this for every living organism except vermin, tracking damage on down to individual fingers, toes, organs, and even nervous tissue. In certain earlier editions, without taking into account surrounding tissue. It was at one point perfectly possible to take both of someone's ears off with a single arrow without hurting the head in-between.
* ''[[Homeworld (Video Game)|Homeworld]] 2'' both uses and subverts this. Capital ships have subsystems like engines and guns, but they also have a [[Hit Points]] meter, depleting which causes [[Critical Existence Failure]] regardless of the status of their subsystems.
* ''Spellforce'': Critically injured characters have reduced speed, making it easier to catch up with them when they [[Screw This, I'm Outta Here|try to flee]].
* Vehicles in ''[[Company of Heroes]]'' can have their engines or weapons damaged and destroyed before they die but they can't be specifically targeted.
* Hierarchy Walkers in ''[[Universe At War]]'' have individual hardpoints that can be attacked. Only by destroying all the hard points blocking the core and the core can they be destroyed. Also, the attachments on hardpoints (such as turrets, production enhancing upgrades, and repair chambers) can all be individually targeted.
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** Actually, aiming for limbs CAN be useful, at lest in Front Mission 3, as if you destroy several of them, enemy soldiers will sometimes surrender, allowing you to capture their machine. You can then either sell it, let one of your characters use it or split it into parts which can then be equipped on your other machines.
*** In Front Mission 4, you can often stop snipers and Bazooka Mechs by destroying the arm holding the gun, and those Arms have significantly less health than bodies do. Destroying the other arm reduces the mechs accuracy.
** The highly contested]] [[Third -Person Shooter]] [[Re Boot]] actually retains this system, albeit simplified. Destroyed parts reveal their (inexplicably indestructible) skeletal frame and any attached weapons take a massive hit to their performance. Destroyed legs cause Wanzers to sort of waddle around at a snail's pace unless they use their boosters. On the plus side, deliberately shooting a part is now fully possible (and recommended, especially with the [[Bullet Time]] mechanic)- meaning that skills that used to improve chances of hitting certain body parts have been removed or altered and every enemy now fights until its torso (and hence the entire machine) is destroyed.
* In the rare case that an ''[[X-COM]]'' soldier hasn't been instantly killed by whatever hit him, the body part that wound up getting hit suffers from this. Though damage may be spread across the head, torso, and individual arms and legs, the most common malaise is sending a [[Red Shirt]]'s accuracy [[Imperial Stormtrooper Marksmanship Academy|even further into the toilet]].
* The ''Earthsiege''-universe computer game, ''Cyberstorm'' used this for your mecha's dozen or more systems, generally reducing performance in a linear fashion as damage accumulated. The enemies in single-player did not have subsystems until ''Cyberstorm 2''... where your giant cannons, once quite effective at killing, suddenly gained an annoying tendency to "critically hit" an enemy's arm, rather than put a hole in the chassis.
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* ''[[Hybrid Heaven]]'', as well.
* In the first ''[[Kingdom Hearts]]'' game, one type of [[Mook]] that would appear comes in the form of a flying pirate ship commandeered by a [[The Heartless|Heartless]]. While attacking it normally plays the [[Critical Existence Failure]] trope straight, its cannons, mast and back propellors can also be targeted and destroyed, impacting on its performance (it will sometimes even shake violently, leaving it open to attack while the pilot employs [[Percussive Maintenance]]).
** In ''[[Kingdom Hearts II (Video Game)|Kingdom Hearts II:]] [[Updated Rerelease|Final Mix+]]'', [[Bonus Boss|Vexen's]] shield has its own HP bar. You're actually ''forced'' to destroy it first, as [[Luckily, My Shield Will Protect Me|you can't harm its owner]] before you do. The shield will eventually [[Healing Factor|respawn]], though.
* ''[[Lost Souls MUD]]'' has limb-based hit points, and you can get mental disorders from being smacked in the head.
* ''[[Vagrant Story]]'' does this for Ashley and most enemies.
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** In ''Prophecy'' and ''Secret Ops'', you had to destroy certain critical subsystems (including, on the largest vessels, shield generators) before you could land the killing blow on Nephilim capships. Fighter craft in ''Prophecy'', however, have a single "core" statistic analogous to [[Hit Points]]; if that's depleted they go boom no matter what subsystem damage they've taken.
* In ''[[Tachyon the Fringe]]'', the player is able to target and destroy capital ship subsystems, but they barely count towards the overall "health" of the ship. They do, however, perform vital functions (e.g. [[Deflector Shields]], weapon generators, turrets, engine power plants). For convenience (if not for realism), these systems themselves are on the outside of the ship and are completely unshielded. This allows even the weakest fighter to take out a cruiser without too much trouble.
* In ''[[Nexus the Jupiter Incident]]'', each ship bigger than a fighter/bomber has subsystems that can be targetted with [[Frickin' Laser Beams|lasers]] or fighters. As a rule, lasers don't do much damage to [[Deflector Shields]] or the hull with a few exceptions. These subsystems include engines (primary and secondary), power plants, FTL drives, shields, and weapons. Alternatively, the hull can be damaged with [[Magnetic Weapons]] and missiles sufficiently for the ship to be considered lost, starting the evacuation of the crew.
* In ''[[Starlancer]]'', targetting subsystems on capital ships is necessary to successfully destroy them. The affected parts of the ship actually blow up, deforming the ship.
** The sequel ''[[Freelancer]]'' allows you to ''target'' subsystems on any ship (even a tiny fighter), but you can't actually destroy them. The fact that you can target them probably means they planned to add this functionality at some point but decided not to. Of course, this would make killing battleships even easier than it already is for a single fighter. In the campaign, you single-handedly wipe out a good chunk of the Rheinland fleet.
* In the ''Flying Saucer'' flight simulator, your alien spaceship can sometimes malfunction in a funny way due to subsystem damage.
* ''[[Arm A]] 2: Operation Arrowhead'' (a standalone expansion on ''ARMA 2'') introduced this to the ''ARMA'' series, allowing damage and effects (i.e. inability to turn properly if a tank's treads are shot up). For the most part this is absent from the base game, where vehicles only have one "subsystem", the Hull itself, though helicopters can also have their propellers taken out of commission either with small arms fire or smacking into the environment during a bad landing.
* In the flight simulator ''F/A-18 Hornet'', all subsystems and engines can be damaged or disabled. A [[Critical Hit]] by a missile can kill you or an enemy [[One -Hit Kill|instantly]].
 
== Tabletop Games ==
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* ''Battlefleet Gothic'': The game's critical hit system is a form of this. While a Cruiser still blows up after eight arbitrary damage points, critical hits give you a chance to knock out weapons batteries, cripple engines, disable shields, or simply do horrific extra damage as bulkheads collapse and hull plating shreds in the heat of battle.
* ''[[FATAL]]'': In keeping with its theme of "painfully detailed awfulness," ''FATAL'' allows you to [[You Fail Biology Forever|stab a man in his Fallopian tubes]] without damaging the surrounding organs or skin.
* The titular tank in Steve Jackson's ''Ogre'' contains elements of this. While the typical [[Cannon Fodder|army units]] [[One -Hit -Point Wonder|die from single hits]], you can target the Ogre tank's weapons to knock out its offensive capabilities, or take out its treads so it can't move. Paralyzing the Ogre is usually the only way for an army to win since it's otherwise horrendously tough and can still [[The Juggernaut|ram the army's Command Post to destroy it]] (weapons or no).
* [[Ammo]] breaths this trope. Every physical damage has to blow at least one of the target fighting characteristics (Strengh, Agility, Combat, Aim, Sense or Reflexes) before reaching the Costitution; it works like ablative armor. Damaged characteristics (up to zero) are a pain, as they are summed to the dice throw for specific action. Zeroed Aim means crap shots, zeroed Strengh lower your melee damage, and so on. Still, even a PG with all zeroed characteristic but positive Costitution is alive and kicking (only, badly).
* ''[[Stick Guy]]'' damages one body part per successful attack. Damage to the head or the torso is guaranteed lethal, while damaging limbs just provides penalties. Limbs can be healed by sacrificing experience points.
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