Unusable Enemy Equipment: Difference between revisions

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*** And, at least in human case, it would be pointless anyway, as somebody openly using reverse-engineered alien equipment would piss off either Adeptus Mechanicus or Inquisition, or if less lucky both of 'em.
*** As in using it as an [[Improvised Weapon]] and blasting the enemy before dumping it off a bridge or a cliff or some sort of crushing. But salvaging enemy weapons as your own is pretty difficult for a human for any race. Ork weapons are explained above, Eldar weapons are psychically controlled even for something as simple as a Shuriken Catapult, Tyranid and Necron weapons are pretty self explanatory, this is Tau's way of handwaving why stealing their weapons don't work.
** In ''[[Warhammer 40,000 Roleplay]]'' series it may be impossible to use things for several reasons - organizational (for the Imperial people, using xenos toys usually invites suspicion in heresy, and/or at very least being disliked by Cult Mechanicus), technicalanatomical (oneif ofit weaponwas upgradesnot isdesigned "loyalty spirit"for human-sized electroniccreatures lock,with whichtwo mayhands, becan basedyou oneven voicehold recognition,it derm-printright?), gene-scantechnical or(there someare lostsecurity measures, ancienttypically methodgenelock, and unless you are an intended user, you'll have to bypass or remove such security measuresthem before using equipment in question), anatomical (if it was not designed for human-sized creatures with two hands, can you even hold it right?), to bizarre (Ork-made gadgets and weapons work reasonably well only for Orks). And, of course, [[Demonic Possession]].
*** In ''[[Rogue Trader]]'' it's even available for [[Player Character]]s who want to keep their [[Gun Accessories|tricked out weapons]] exclusive: one of the weapon upgrades is "Loyalty Spirit" - electronic lock, which may be based on voice recognition, derm-print, gene-scan or some lost ancient method, in the order of decreasing Availability and increasing difficulty to bypass or remove ("arcane" ones are Unique and unbeatable). Some [[Signature Device|signature gear]] of the Temple Assassins have genelock harder to crack than normal - we may assume that in this case difficulty ''is'' quality, and Officio Assassinorium, of course, can have the Best sort when it wants.
* In the ''[[Splinter Cell]]'' series, Sam Fisher, for whatever reason, can't use the guns of fallen enemies. For ammo and weapons, he must find them laying around by themselves. This becomes ridiculous in the Xbox version of ''Double Agent'', where at one point a choice made earlier in the game can net Sam a pistol carried by a guard... but it is impossible to take the pistols from any other guards!
** This was lampshaded at one point in ''Chaos Theory'', where Sam can find an email yelling at a [[Mook]] for ordering the wrong ammunition, that only Sam can use. By extension somewhat [[Justified Trope|justifying]] the trope, given that all the weapons shown are modeled on real weapons, very few of the enemies would carry ammunition for the weapons Sam uses. Also, no one in their right mind would trade a FN F2000 with suppressor and grenade launcher (specially designed for firing less-lethal rounds) for a terrorist's AK-47.
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* A common staple in ''[[Nippon Ichi]]'' games, though considering everyone and their grandmother (sometimes coming up as a storypoint even) is portrayed as having [[Did You Just Punch Out Cthulhu?|Cthulhu-sacking]] prowess, it's generally accepted they simply annihilated the other person's equipment [[Everything Fades|along with the entirety of the enemy]]. Which doesn't explain how it comes back when you get them revived at the hospital, but there you go. If you see something you like, you must either steal it with a special item (it doesn't have to be used by a thief, but it's much harder otherwise) or capture the enemy and take the items away.
** The ''[[Disgaea]]'' games in particular have Geo Panels that can clone your characters - the clones are hostile and replicate the original ''exactly'', down to the equipment. It is impossible to steal their equipment even with the specialty items listed above, and only a weapon in the third iteration has the potential to knock only one of those items off the enemy when they do die to it; if you could freely steal equipment from the enemy, it would (much sooner than usual) [[Game Breaker|snap the game in half]].
* ''[[Wizardry]]'' games shows names of opponents' weapons, but those are just strings, notrather than really equipped items and as such may or may not be reflected in [[Randomly Drops|loot]]. In ''Wizardry 7'', T'Rangs poke [[Player Characters]] with Shock Rod, Stun Rod andor Psi Rod into PC. Shock Rod has Drain (stamina) 20% in their hands and Drain 50% in [[PC]]'s. Cool, but as a weapon it's mediocre. Stun Rod (which isn't always assigned to the loot of relevant creatures) is Paralyze 65% Drain 35% for them, but only Paralyze 20% Drain 75% for [[PC]]you (at least, it has the same damage as for weakest foecreature armed with it). Attacks with "Psi Rod" are even more dangerous, but... oops, no such equippable item in game. TheMuch the same in ''Wizardry 8'', with some numbers changed.
* The ''[[Quest for Glory]]'' series was notorious for this trope. Even if you were equipped with only a dagger and leather armor, and you just killed dozens of enemies carrying scimitars, spears, maces, scale mail, shields, ball and chains, etc. they would invariably be too 'damaged' or 'worthless' for you to pick up, if the game even acknowledged their existence in the first place.
* ''Megaman Zero 4'' averted this. Zero's new weapon, the Z-Knuckle, is some kind of energized hand attachment which enables him to literally tear weapons off of enemies and use them himself. There's a huge variety of weapons and gadgets he can steal this way, but he can only use one at a time, and most of the projectile weapons have limited ammo (which a certain upgrade part can regenerate).
* ''[[EVE Online]]'' mostly averts this. In the case of player ships, a subset of the gear that the killed player was using will drop, and can be used by anybody with sufficient skills and a capable ship. However, NPC drops are only loosely related to the equipment they may have been observed to use during the fight.
 
** Played completely straight by Rogue Drones, which only ever drop crafting materials, and [[Demonic Spiders|The Sleepers]] who never drop their overpowered armor plating, missiles, or beam cannons.
* In ''[[Team Fortress 2]]'', weapons dropped by enemies act like medium-size ammo boxes, giving you 50% ammo, 100 metal (Engineers), and 50% cloak (Spies). The exception to this is the Heavy's Sandvich, which restores health to the person that picks it up, the Scout's baseball, which can be used by other Scouts, and the Engineer's toolbox, which fills ammo completely.
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*** Although this seems to be at best a matter of personal taste more than an actual instance of this trope—4E holy symbols are by all appearances functionally generic divine-caster implements in terms of game mechanics, and if you can use one by virtue of being the right class, you can use them all (though only one at a time, of course).
*** In cases where it came up in my game, the party just happened to know about a simple ritual that swapped holy symbol properties.
* In the Tabletop RPG ''[[Deadlands]]: Hell On Earth'', the Black Hats use vehicles and weaponry equipped with self-destruct devices that trigger if anyone without an identity chip tries to use them. Said chips are surgically implanted in the Black Hats, and naturally self-destruct if anyone tries to remove them.
* Generally averted in ''[[Borderlands]]''. Not every enemy drops their gun, but it IS a common occurrence. As each gun has many randomly generated elements, and some rare guns have distinct effects, you can get a hint or even know outright what weapon the enemy will drop when you kill them. Characters cannot equip armor (Besides a personal energy shield, which DO drop from every shielded enemy) however, and therefore you can never take the armor worn by enemies such as the Crimson Lance.
* In ''[[Pitfall]] The Lost Expedition'', Harry passes by crates full of TNT throughout the game and is assaulted by enemies that throw it. You cannot use it yourself until a friendly character hands you some during a cutscene late in the game.
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* Some ''[[Monster Rancher]]'' games have unusuable enemy ''monsters.'' In ''2,'' there was a series of wild monsters whom you could fight and obtain cards for, but never own. In ''4,'' in addition to your [[rival]]s having monsters you can't, several of the game's bosses are actually ''old monster species from past games''—with proper movesets, even, although you're still not allowed to use them. In ''EVO,'' this gets downright silly, as some of the enemy monsters are perfectly normal things you ''could'' theoretically get, but aren't allowed to. For example, a Piroro/Gitan crossbreed—it's an opposing monster, and Piroro and Gitan are in the game, but ''you're'' not allowed to fuse them.
* The playable characters in [[Undercover Cops]] cannot wield knives, bottles, bats, or axes. This is kinda justified considering they can all shoot energy beams and wield weapons 2 or 3 times their size.
* The World War II ''[[Medal of Honor]]'' games, such as ''[[Medal Of Honor Frontline]]'', prevent the player from picking up weapons from enemies. This is usually for gameplay purposes: the player would either have no need for the weapon (like a K98 bolt-action rifle) because superior ones are available in large numbers, or the enemies all carry the same guns as the player and simply provide ammo. However, almost all enemies will still drop ammunition for American weapons, suggestion that either the M1 Garand is able to chamber both .30-06 and 7.92mm Mauser, or that the K98s are all loaded with .30-06 rounds.* In ''[[Minecraft]]'', Zombie Pigmen's gold swords and Skeleton's bows would once never drop upon their deaths. The 1.2 patch made these items Rare Drops, with a chance for these weapons being enchanted.
* A non-videogame example is the [[Impossibly Cool Weapon|Lawgiver]] from ''[[Judge Dredd]]''. The gun is encoded to fire only when its registered user pulls the trigger. Any attempts by anyone else results in the [[An Arm and a Leg|loss of a limb]] by way of a [[Stuff Blowing Up|small explosive charge]]. Of course, it is possible to override this function in an emergency, as Senior Judges have access to instructions on how to do this.
* In ''[[Minecraft]]'', Zombie Pigmen's gold swords and Skeleton's bows would once never drop upon their deaths. The 1.2 patch made these items Rare Drops, with a chance for these weapons being enchanted.
* ''[[White Knight Chronicles]]'' and its sequel revolve around a quintet of five [[McGuffin|20 foot-tall suits of living armor]] known as Incorrupti. Each Incorruptus has its own human pactmaker—four of them are full-time members of the player's party, and the fifth is the [[Big Bad]] ([[Big Bad Wannabe|Wannabe]]). But one of those four is a [[Sixth Ranger Traitor]], who's hiding the fact that their Inccoruptus is the evil [[The Rival|Black Knight]]. Its a poorly kept secret, even in-game, yet gameplay-wise [[Story and Gameplay Segregation|the game treats it like the character in question just doesn't have an Incorruptus at all]].
* ''[[Sword of the Stars]]'' got Boarding Pods and the ability to capture enemy ships in an [[Expansion Pack]]. But the captured ships will inexplicably vanish after the battle is over so you can't use their (possibly superior) technology.
* One of the more interesting [[Real Life]] examples was the Russian habit of deliberately building railroads at a different guage then the rest of Europe. This was to prevent them being used by invaders.
* As pictured ''[[The Elder Scrolls: Arena]]'' falls into this, with only "human" enemies dropping equipment and even these drop don't match the items they were depicted as using. It is however averted from ''[[The Elder Scrolls II: Daggerfall]]'' onward.
* A non-videogame example is the [[Impossibly Cool Weapon|Lawgiver]] from ''[[Judge Dredd]]''. The gun is encoded to fire only when its registered user pulls the trigger. Any attempts by anyone else results in the [[An Arm and a Leg|loss of a limb]] by way of a [[Stuff Blowing Up|small explosive charge]]. Of course, it is possible to override this function in an emergency, as Senior Judges have access to instructions on how to do this.
 
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