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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[[Category:Video Game Tropes]]
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