Subsystem Damage: Difference between revisions

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* ''Phoenix'' has attack waves where the player's spaceship is threatened by a flock of large birds. They can be killed by a shot to the body, or damaged by shooting their wings. The wings regenerate after a few seconds, giving skilled players a chance to rack up lots of points [[Video Game Cruelty Potential|at the bird's expense]].
* In ''Bosconian'', the goal is to destroy several space stations in each wave. A station can be blown up with a single direct shot to its core, or the player can attack the six pods around the station's perimeter, which progressively disables the station's weapons. Once all six pods are destroyed, the station blows up anyway.
* The arcade weapon-fighting games ''Time Killers'' and ''Bloodstorm'', both by Strata, both have a feature that allows the player to target and sever one or both of their opponent's arms. ''Time Killers'' also gives players the possibility of [[Off Withwith His Head|lopping off their opponent's head]] (resulting in an instant victory), while ''Bloodstorm'' removes the beheadings but adds the ability to cut off the opponent's legs at the torso. The opponent can [[Only a Flesh Wound|continue to fight without arms]], [[Major Injury Underreaction|and even without legs]], but any attacks or special moves requiring the use of a missing limb cannot be performed, and legless opponents can barely move.
 
== First Person Shooter ==
 
* ''[[Deus Ex (Video Game)|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.
* ''[[XIII]]'' has a peculiar example in which armor is destroyed first by damage in a somewhat locational manner. Since you can loot armor from fallen foes, it becomes imperative to go for clean headshots when looking for intact body armor, and silent takedowns for helmets.
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* 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.
* The ''[[Left 4 Dead]]'' series has a system where from 40-100 health, your character runs normally, from 2-39 health, you begin to limp and move more slowly, then at one HP, you're reduced to a snail's pace limp.
* ''The Terminator 2029'' implements this with the various systems, in addition to standard health. They get fixed using an autorepair system.
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* ''[[Cortex Command]]'': Since all of your units are machines, the game allows your characters to be almost fully dismembered and keep on ticking. Lose an arm? No more two-handed weapons. Lose a leg? Hop. Lose both arms? Ram into the enemy. Lose both legs? Use your rocket pack to get around. Being dismembered even makes you lighter (good for flying) and smaller (good for mining.)
* ''[[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.
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* ''[[Star Wars]]: [[Empire At War]]'': In the space combat portion, most capital ships and space stations have targetable subsystems for almost any system: each individual weapon, shield generator, engine, and hangar. In fact, the only way to destroy a ship is to destroy all subsystems. The ships show realistic damage when subsystems are blown up. Normally, ships have to take down shields first before targetting subsystems, but torpedoes and mass drivers easily pass through shields.
** [[Fish People|Mon Calamari]] M80 cruisers are unique in that they don't feature a targetable shield generator, meaning the only way to take down its shields is the hard way. Interestingly, Admiral Ackbar's flagship ''Home One'' does have a targetable shield generator, likely a balancing issue.
* ''[[Star Ruler (Video Game)|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.
 
 
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* 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.
* The ''[[Star Trek Text Game (Video Game)|Star Trek Text Game]]'', possibly the [[Ur Example]] from 1971. Warp drive, phasers, torpedo tubes, targeting computer, and sensors could all be knocked out by enemy fire.
* ''[[Sword of the Stars]]'' allows you to knock off turrets for all ship classes, as well as individual ship sections for destroyers and cruisers.
** When facing an Alien Derelict, you get a longer boost to research if you disarm the derelict (by blowing off all its turrets) rather than destroy it, even though the second it easier.
* ''[[Master of Orion (Video Game)|Master of Orion]] II'' has subsystem damage but not subsystem targeting. Certain weapons are specifically geared towards damaging subsystems, but this is completely random and doesn't depend on the player. Also, it is possible to send a [[Boarding Party]] on a raiding mission, which usually results in the destruction of several weapons and/or systems.
* The ''[[Space Empires]]'' games are made of this trope - a ship is destroyed when and only when all of its components are destroyed. Though in later games, it was more like when all ''internal'' components are destroyed - if you used armor piercing weapons, you could destroy a ship without destroying any of its armor! (Except in unpatched versions of the fifth game, in which using exclusively armor piercing weapons made it ''completely impossible'' to destroy an armored ship, since you did in fact have to destroy the armor as well!)
 
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* The ''[[Fallout]]'' series has locational targeting for both robots and living things (for example: The head, eyes, torso, arms, groin, and legs on anthropoids.) Accuracy, damage, and critical hits are affected by which body part is attacked, but the health of individual body parts aren't tracked. Attacking some extremities will result in an injury (limp, blindness, etc?) which can't be healed without the services of a surgeon.
** ''[[Fallout 3]]'', on the other hand, ''does'' track damage to body parts. And they can simply be healed with stimpacks (which your average player tends to stockpile, but your average NPC doesn't) or by sleeping in any bed.
** ''[[Fallout: New Vegas]]'' combines tracked body-part damage with permanent crippling (with Hardcore enabled) but provides certain items (the uncommon, but craftable, Doctor's Bag, and the adictive chem Hydra) that will restore limb condition without the help of an NPC doctor. With Hardcore disabled, gameplay is the same as [[Fallout 3]].
* ''[[Fable]] II'' has elements of this - such as shooting an enemy's weapon out of their hands, or doing a headshot (or [[Groin Attack]]...).
* ''[[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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* ''[[Star Raiders]]'' (1979) was one of the earliest examples of this. Your ship's shields, engines, weapons, targeting computer, and scanners could be damaged or outright destroyed.
** To be fair, the game would never destroy a combination of systems that left the player ''completely'' helpless; there would always be just enough systems (barely) functional to allow the ship to limp back to a starbase.
* The earlier ''[[X- Wing]]'' had some elements of this (mainly with Star Destroyer shield generators), but it was greatly improved for the sequel.
** Its sequel, ''[[TIE Fighter]]'', had an even more improved system, allowing individual turbolaser turrets to be taken off capital ships, as well as nearly every subsystem. Taking enough time, one could completely strip a ship down to little more than a hull floating in space.
*** 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.
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** Actually, the [[Hit Points]] are an indicator of hull integrity as a whole. Damage it enough, and explosive decompression leads to [[Explosions in Space]]
* The obscure DOS space flight sim ''Star Rangers'' actually allows your ship to take damage to specific parts of subsystems - in particular your maneuvering thrusters (eventually making it so that you can't turn to the right, for example).
* ''[[Wing Commander (Videovideo Gamegame)|Wing Commander]]'': Available for the [[Player Character]] ship, since the very first game, where you could lose subsystems that hamper your performance but don't kill you outright; some of the damage can be repaired by auto-repair systems if given sufficient time... unless that, too, was destroyed, in which case you were hosed. Losing a gun, though, wasn't fixed until after you returned to base.
** Starting with ''Wing Commander III'', capships were given individually targetable turrets, and in ''Wing Commander IV'' one of the Speradon missions involves destroying the engine exhaust ports on a carrier in drydock as part of an effort to keep it from escaping.
** 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.
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== Tabletop Games ==
 
* ''[[Battle TechBattleTech]]'' 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...
** ''[[Battle TechBattleTech]]'' 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 Quest]]'' 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.
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== Other/Multiple/To Be Sorted ==
 
* ''[[Second Sight]]'' ([[Stealth Based Game]]) and ''[[Penumbra (Videovideo Gamegame series)|Penumbra]]'' ([[Adventure Game]] with a dash of [[Survival Horror]]) both use the most basic form, with the main character limping when injured.
* ''Nova 9'' from Dynamix keeps track of just about everything on your hovertank. Shields on four different sides and hull integrity to start with, but also the maneuvering jets (you may be able to turn right but not left), radar (at several levels; the first damage done to it just makes the dots jitter around, further damage makes the dots flicker and eventually it just turns into static), individual inventory slots (even if there's something loaded in them), and even your special weapons. The only system on the Raven 2 that can't be destroyed is your basic cannon, but if it gets to that point, you're probably already screwed.
* In ''[[Bushido Blade]]'', you can get your limbs severed, affecting your combat capabilities in the following stages.
* The ''[[Mobile Suit Gundam: CharsChar's Counterattack (Anime)|Char's Counterattack]]'' game for Playstation allows the player to target different parts of the enemy's mobile suit, with noticeable effects; destroying the head reduces accuracy, taking out the shield or left arm removes the ability to defend, blowing off a leg lowers mobility, and the destruction of any of the three removes any weapons linked to the appropriate part.
* The ''[[Gundam vs. Series]]'' games set in the Universal Century have an ability called Revival which allows you to avoid death at the cost of a body part, taking with it any weapons or abilities linked to that limb. Several machines have this ability in ''Gundam Vs Gundam'', most notably the black Gundam Mk-II, which loses its left arm; since it has to reload manually, this means that post-Revival you can't use anything but your melee weapon.
* ''[[Carn Evil]]'' uses this in place of an HP count for most foes. Typically, taking off the head or blowing out the kneecaps brings your opponent down. (It's [[Gorn|as disgusting as it sounds]].)
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** Almost every [[LARP]] use it. You can save considerable time just naming the ones that ''don't'' use this trope.
* In ''[[Monster Labs]]'', monsters are killed if they sustain too much damage to their torso, while destroying arms, legs and head impair their fighting (and fleeing for legs). Though if they loose everything ''except'' the torso, they also die.
* In ''[[Metal Gear Solid 3 Snake Eater]]'' and ''[[Metal Gear Solid 4 Guns of the Patriots|4]]'', shooting an enemy in the leg will cause them to limp. Arm injuries will cause his hands to shake and decrease their firing accuracy. [[Boom! Headshot!|Headshots are always fatal]] unless they're wearing helmets.
* In the ''[[Naval Ops]]'' games, your ship can lose the ability to launch aircraft if the deck is damaged. Damage to the engines reduces your speed to a crawl, and a hull breach will eventually cause engine failure due to flooding. And a hit to the rudder will make it very difficult to change course.
* ''[[Dead Space (Franchiseseries)|Dead Space]]'' is all about system damage as a core part of the gameplay. [[Our Zombies Are Different|Necromorphs]] can take a huge pounding in general damage before [[Critical Existence Failure]] kicks in. However, targeting extremities can remove [[An Arm and Aa Leg]] quite easily. One limb removed will not stop them, but will impair their lethality appropriately (lost arms mean one less claw to rake the player, [[Kneecapping|lost legs]] mean they have to crawl along the ground, [[Off Withwith His Head|lost heads]] cause them to charge while swinging blindly, etc.) and enough limbs lost will kill them outright.
* This is a major gameplay mechanic in ''[[World of Tanks]]'', where you can hit specific subsystems on opposing tanks (their treads, fuel tank, engine, ammo rack, etc.) and preventing them from functioning properly until their crew fixes it (and you even have a chance of incapacitating a crewman). This is especially important if your gun lacks penetrating power or just doesn't do enough damage, like if a light tank goes up against a heavy, the light tank can cripple the heavy tank until it's allies can come along and finish the job.
* In ''[[Need for Speed]]'' Most Wanted, during a police chase, if you somehow manage to get exactly one tire blown out by spike strips, you will lose some acceleration and speed. Two or more out, though, and you are busted.
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* Some driving games, such as the ''[[Forza Motorsport]]'' and ''TOCA'' series, have damageable vehicle subsystems, impairing your vehicle's performance according to whatever has been damaged. In ''Forza'', getting rear ended could damage your rear spoiler, or wreck your engine if you have a rear or center mounted engine. Bottoming out your suspension will quickly ruin your shocks and springs, affecting your handling. Taking side impacts will cause your alignment to get screwed up, forcing you to constantly steer in one direction to drive forwards. All of the damage except for body damage and downforce damage can be [[Heal Thyself|repaired in the pitstops]], however.
* The ''[[Monster Hunter]]'' series has this for its large monsters. Certain parts of these monsters can be broken to grant additional drops; likewise, certain parts grant extra attack options, and destroying or severing these parts impairs these attacks in some way if not disabling them entirely.
* In ''[[Guns of Icarus (Video Game)|Guns of Icarus]]'', enemies can target different parts of your zeppelin. If your rigging or balloon gets destroyed, it causes a [[Critical Existence Failure]]. If your cargo bay is destroyed, it affects the rewards you earn for beating the level. And damage to your engines causes you to slow down and eventually stop. Part of the strategy of the game is prioritizing which sections to repair and how long to wait before repairing them.
 
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