| rdfs:comment
| - Health, as the name suggests, is the most important in order to survive. In TimeSplitters 1, it is accounted for by a green bar, and in TS2 and TSFP, as an orange/red arc down the left of the screen. If a player sustains damage in any form, the bar/arc is depleted at varying rates and amounts. The amount depends on what type (and to what degree) of damage is sustained, some examples are given here: ____________________ As a general rule of the games, if the player's health counter runs to zero at any time, the player dies.
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| abstract
| - Health, as the name suggests, is the most important in order to survive. In TimeSplitters 1, it is accounted for by a green bar, and in TS2 and TSFP, as an orange/red arc down the left of the screen. If a player sustains damage in any form, the bar/arc is depleted at varying rates and amounts. The amount depends on what type (and to what degree) of damage is sustained, some examples are given here:
* Shot Wounds: These vary from weapon to weapon and also according to which part of the body is hit. For example, a shotgun deals high damage at close range, and a headshot from a sniper rifle can be fatal to the player. Sustained hits from machine gun fire cause lesser impacts individually, but more impacts by number, depending on the duration of the damage time.
* Proximity to an Explosion: Depending on the distance, this can cause slight damage if the player is caught in the short aftermath of an explosion from a grenade, or instant death if the explosive in question detonates at the player's feet.
* Fire: From a flamethrower burst, or from another character, or from a burst ignited gas pipe, if a player is set on fire they will lose health at a continuous rate, until they either lose all health and die or find a way of extinguishing the fire, which halts the health drain but does NOT replenish it.
* Falls: Most characters are immune to damage from falls from surprising heights, but falls into a pit with no visible bottom, or down a drop which has been deemed fatal by the map's design, will kill the player instantly.
* Environmental or Story Based factors: An example of this is in the Khallos Express Level, when as part of the story Harry Tipper and Cortez are trapped in a room being filled with toxic gas, breath is shown by a bar in the top of the screen, which depletes at a constant rate, if this bar runs out the player suffocates resulting in immediate death. ____________________ As a general rule of the games, if the player's health counter runs to zero at any time, the player dies. Health is depleted when the player is attacked or is on fire. Killing a player means completely depleting their health bar.
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