Subsystem Damage: Difference between revisions

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== First Person Shooter ==
 
* ''[[Deus Ex]]'' has separate health for each body part of an entity. As each is damaged, a corresponding change occurs: if your arms are hit you can't aim as well or use two-handed weapons, if your legs are hit you can't run (or you can only crawl if both are "dead"), if your head is hit your vision becomes murky. You can also choose to heal individual body parts.
* ''SiN'' had different armor points for legs, torso and head.
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* ''[[Star Ruler]]'' uses this: Weapons, armour/shields, engines, "support" etc. are all put together on a blueprint and can be individually damaged to put out of commission.
 
== Turn -Based Strategy ==
 
== Turn Based Strategy ==
 
* The ''[[Front Mission]]'' series gives each mech separate [[Hit Points]] for their body, left arm, right arm, and legs. If an arm dies, you can't use any weapons equipped on it and if the legs die movement is limited to one square (visually they appear badly damage rather than completely destroyed). If the body dies though, the entire unit dies, which tends to make shooting the other parts a waste of time. Unfortunately, [[Luck-Based Mission|you have no control over where your shots hit]], although certain skills can make it more likely.
** 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]] [[ReContinuity BootReboot]] 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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* ''[[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.
* ''[[Wild ArmsARMs]]: Second Ignition'' had this in [[Boss Battle|boss fights]]. While you could just kill the boss right off, taking out the subsystems would net you extra experience, and would limit the number of attacks the enemy could use. Unfortunately, the attacks that were left tended to be the boss' hardest hitters.
* ''Colosseum: Road to Freedom''; part of the HUD showed a figure, which would start out colored green. If the hero was attacked on his right arm, the figure's arm's color would change, from green to yellow to red. If a leg was hurt beyond red, the hero's speed would decrease dramatically. If it was the arm, he could no longer attack or defend with it. Lose too many use of limbs, or lose the torso and head, and you'd lose the match.
* ''[[Dead Island]]'' zombies can be hit in the head, torso, abdomen, and upper or lower sections of both arms and legs, all for different amounts of damage and crippling them in a multitude of ways. Taking out the legs of a fast zombie or amputating the arms of a brute zombie are often the best ways to kill them. Headshots, of course, do the most damage, but can be extremely difficult on a weaving, ducking, running/stumbling zombie... and the more powerful zombies can take several headshots, so removing their arms and legs first is almost required.
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*** Given even more time and a fighter with strong enough shields to withstand a few turret shots, it's possible to single-handedly disable enough weapons that a capital ship can no longer hurt you. Then you can disable the engines so it sits still in space, and then you rest an object on the fire button, go drink a coffee, and return to your ship firing lasers at nothing, the capital ship now reduced to a few chunks of hull floating around.
** The next sequel, [[Star Wars: X-Wing vs. TIE Fighter]], implemented the same, but protects turrtes and subsystems if the capital vessel still has active shields.
* ''[[Star Trek: Bridge Commander]]'' has this in abundance. Damage depends on where you hit and how strong you set your weapons, you can target everything down to individual torpedo tubes and phaser arrays, subsystems can be disabled but reparable or completely destroyed, doing so affects the ships's performance (an especially effective tactic is to knock out the enemy's sensor array as that renders them unable to target you and return fire), and the 3D models show realistic battle damaged, to the point where you can punch holes all the way through or lop off engine nacelles. Destroying the warp core/Power plant kills a ship/station outright even if they are probably over 50% percent integrity
* ''[[Star Trek Starfleet Command]]'' lets you knock down an enemy's shields and beam commandos on-board to knock out subsystems. Ships generally don't blow up until they've lost so much functionality that they're reduced to drifting pieces of junk.
* ''[[Free Space]]'' and ''Freespace 2'' allow it both ways, and have specialized weapons just for this purpose. You can even have your own radio shot out and be unable to call for resupply/repair, and incoming transmissions/dialog will be garbled and distorted. Individual batteries on capital ships can be taken out if they are harassing you, or entire operational systems completely destroyed. However, the trope is averted in the sense that most ships have [[Hit Points]] independent of their subsystems, and blow up when those are depleted regardless of any other damage done to them.
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* ''[[BattleTech]]'' is all about this. Not only do the 'mechs have locational damage for the limbs, three torso locations (left, right, and center), and the head, but the individual subsystems, weapons and so on that are contained within them can be damaged too. This means you can trigger ammunition explosions that tear one apart from the inside, disable the gyroscope so it falls over, or go for a critical hit directly on the pilot...
** ''[[BattleTech]]'' is in the unique situation wherein it has both [[Critical Existence Failure]] and this. A single hit on the cockpit, or 3 engine hits will instantly kill a mech, and any given shot has a small but non-zero chance of doing this. At the same time, you could have a mech with both arms and both side torsos blown off, no armor left, 2 engine hits, a single gyro hit and both hips damaged and it will still be able to move around and keep firing if it has weapons on the head or center torso.
* The RPG ''[[Rune QuestRuneQuest]]'' uses hit locations with (non-escalating) hitpoints. And unarmored person will be lucky to get out of a pitched battle missing ''only'' one limb.
* ''[[GURPS]]'' uses fairly generic hit locations as an optional rule but then adds on different effects based on damage type. The ''Martial Arts'' supplement added hit locations like veins and arteries as valid targets. Vehicles also have a system of hit locations and spaceships get a different version.
* ''WARMACHINE'' uses this faithfully on everything large enough to warrant it. Every Warjack has a 6 column damage chart with a variable number of ablative "armour" squares in each column. After you hack through those, you start damaging vital systems which have real penalties when they fail. After enough systems give out, the 'jack shuts down.
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[[Category:Older Than the NES]]
[[Category:Video Game Tropes]]
[[Category:Subsystem Damage{{PAGENAME}}]]
[[Category:Examples Need Sorting]]