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Separating out examples.


* Both the minigun in ''VideoGame/Left4Dead'' and the .50 BMG machine gun in [[VideoGame/Left4Dead2 the sequel]] could [[{{Overheating}} overheat]] and would become inoperable for a long period of time if you overheated it completely. In addition, the shotguns can be reloaded one shell at a time, but completely emptying the magazine means you have to cock the weapon again to put a round in the chamber after reloading; in ''VideoGame/Left4Dead2'', this was removed from the shotguns but added to the pistols.

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* Both the minigun in In ''VideoGame/Left4Dead'' and ''VideoGame/Left4Dead2'':
** Both the minigun in the first game and
the .50 BMG machine gun in [[VideoGame/Left4Dead2 the sequel]] sequel could [[{{Overheating}} overheat]] {{overheat|ing}} and would become inoperable for a long period of time if you overheated it completely. In addition, completely.
** Shotguns in
the shotguns first game can be reloaded one shell at a time, but completely emptying the magazine means you have to cock the weapon again to put a round in the chamber after reloading; in ''VideoGame/Left4Dead2'', reloading. In the sequel, this was removed from the shotguns but added to the pistols.
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* Both the minigun in ''VideoGame/Left4Dead'' and the .50 BMG machine gun in [[VideoGame/Left4Dead2 the sequel]] could [[{{Overheating}} overheat]] and would become inoperable for a long period of time if you overheated it completely. In addition, the autoshotgun can be reloaded one shell at a time, but completely emptying the magazine means you have to "prime" the weapon again after reloading.

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* Both the minigun in ''VideoGame/Left4Dead'' and the .50 BMG machine gun in [[VideoGame/Left4Dead2 the sequel]] could [[{{Overheating}} overheat]] and would become inoperable for a long period of time if you overheated it completely. In addition, the autoshotgun shotguns can be reloaded one shell at a time, but completely emptying the magazine means you have to "prime" cock the weapon again to put a round in the chamber after reloading.reloading; in ''VideoGame/Left4Dead2'', this was removed from the shotguns but added to the pistols.



* '' VideoGame/TeamFortress2'': If the Spy lets the cloak meter of his invisiwatch run out instead of decloaking manually the sound will be louder, making it easier for the enemy team to notice him.

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* '' VideoGame/TeamFortress2'': ''VideoGame/TeamFortress2'': If the Spy lets the cloak meter of his invisiwatch invis-watch run out instead of decloaking manually manually, the sound will play twice and be louder, louder as a result, making it easier for the enemy team to notice him.
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(minor edit)


Compare with {{Cooldown}} where the ability is always locked out after use. Often overlaps with {{Overheating}} where the character, ability, whatever is weakened or even incapacitated if you exceed the limit. See BreakMeter when the point is to deplete a meter on an enemy in order to inflict a penalty against them. CastFromHitPoints may count, although everyone knows [[YetAnotherStupidDeath what happens if you deplete the meter that those abilities cast from]]. If the weapon or tool simply has a limited number of uses before breaking, that's BreakableWeapons though one of the penalties of this trope could be the item in question wearing down faster than usual.

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Compare with {{Cooldown}} where the ability is always locked out after use. Often overlaps with {{Overheating}} where the character, ability, whatever is weakened or even incapacitated if you exceed the limit. See BreakMeter when the point is to deplete a meter on an enemy in order to inflict a penalty against them. CastFromHitPoints may count, although everyone knows [[YetAnotherStupidDeath what happens if you deplete the meter that those abilities cast from]]. If the weapon or tool simply has a limited number of uses before breaking, that's BreakableWeapons BreakableWeapons, though one of the penalties of this trope could be the item in question wearing down faster than usual.
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* ''VideoGame/FinalFantasyXV'' also has a stamina meter, sprinting too much and completely draining it will cause Noctis to walk slower than normal until it fully recharges.

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* ''VideoGame/FinalFantasyXV'' also has a stamina meter, sprinting too much and completely draining it will cause Noctis to walk slower than normal until it fully recharges.recharges. Using up all of Noctis' MP also sends him into "Stasis", where he loses the ability to link combos and any attempt at using warping techniques results in him staggering with a headache instead.
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* In ''VideoGame/ShovelKnight: Plague of Shadows'', Plague Knight's Arcana items use a recharging Alchemy Power meter unlike the Relics, Curios, and Heirlooms of the other three campaigns. This allows Plague infinite usage of his items without it being mandatory to find energy pickups to recharge, but fully emptying his meter causes what the game refers to as a "blow out", rendering him unable to use any Arcanas until the meter recharges back to full.

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%%
%% This section has been alphabetized. Please add new examples in the correct place. Thanks!
%%



* ''VideoGame/BlasterMasterZero2'': Running out of energy gauge with the G-Sophia puts it on a forced recharge state, which disables your secondary weapons and makes your primary weapons weaker. ''[[VideoGame/BlasterMasterZero3 Zero 3]]'' splits the energy meter into two separate meters for weapons and specials.

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* ''VideoGame/BlasterMasterZero2'': ''VideoGame/BlasterMasterZeroII'': Running out of energy gauge with the G-Sophia puts it on a forced recharge state, which disables your secondary weapons and makes your primary weapons weaker. ''[[VideoGame/BlasterMasterZero3 Zero 3]]'' splits the energy meter into two separate meters for weapons and specials.



* ''VideoGame/DarkSouls'': Running out of stamina makes you unable to do any actions that require it (sprinting, rolling, attacking, etc.) until you're regenerated enough. If your stamina is depleted while you're blocking, you will be Guard Broken, causing you to take more damage during the recoil animation, as well as leaving you vulnerable to a well-timed [[CriticalHit riposte]].



* ''VideoGame/DarkSouls'': Running out of stamina makes you unable to do any actions that require it (sprinting, rolling, attacking, etc.) until you're regenerated enough. If your stamina is depleted while you're blocking, you will be Guard Broken, causing you to take more damage during the recoil animation, as well as leaving you vulnerable to a well-timed [[CriticalHit riposte]].



** In the first three games, each of the player's swords has its own heat meter. When the player uses attacks or blocks enemy attacks, the heat meter will increase based on the power of the relevant move, and in the case of player's attack, whether it landed or was blocked, before depleting when the player takes a moment to avoid using the sword. If the heat meter ends up reaching full, one segment of it will be removed, limited the amount of attacks that can be done or blocked in quick succession. If all segments are removed, then the sword will break, leaving the player with what effectively amounts to a blunt knife. Enemy weapons also have their own invisible heat meters, so a defensive player can trick them into breaking their own weapons.

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** In the first three games, each of the player's swords has its own heat meter. When the player uses attacks or blocks enemy attacks, the heat meter will increase based on the power of the relevant move, and in the case of player's attack, whether it landed or was blocked, before depleting when the player takes a moment to avoid using the sword. If the heat meter ends up reaching full, one segment of it will be removed, limited limiting the amount of attacks that can be done or blocked in quick succession. If all segments are removed, then the sword will break, leaving the player with what effectively amounts to a blunt knife. Enemy weapons also have their own invisible heat meters, so a defensive player can trick them into breaking their own weapons.

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Adding folder tags; tidying wording on The Elder Scrolls IV Oblivion example; correcting Example Indentation for Terraria and Way Of The Samurai; adding links to work pages for individual editions of Dungeons And Dragons.


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* ''VideoGame/TheElderScrollsIVOblivion'': Creatures have a continuously regenerating Fatigue score that's drained by activities like jumping and attacking. This normally only penalizes the damage from their attacks, but, if they hit negative Fatigue, they collapse on the ground until it rises back above zero.

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* ''VideoGame/TheElderScrollsIVOblivion'': Creatures have a A creature's [[SprintMeter Fatigue]] regenerates continuously regenerating Fatigue score that's and is drained by activities like jumping and attacking. This attacking. Low Fatigue normally only penalizes the damage from their attacks, attack damage, but, if they hit negative Fatigue, they collapse on the ground until it rises back above zero.



* ''VideoGame/DarkSouls'': Running out of stamina will make you unable to do any actions that require it (sprinting, rolling, attacking, etc.) until you're regenerated enough. If your stamina is depleted while you're blocking, you will be Guard Broken, causing you to take more damage during the recoil animation, as well as leaving you vulnerable to a well-timed [[CriticalHit riposte]].

[[AC:SimulationGame]]

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* ''VideoGame/DarkSouls'': Running out of stamina will make makes you unable to do any actions that require it (sprinting, rolling, attacking, etc.) until you're regenerated enough. If your stamina is depleted while you're blocking, you will be Guard Broken, causing you to take more damage during the recoil animation, as well as leaving you vulnerable to a well-timed [[CriticalHit riposte]]. \n\n[[AC:SimulationGame]]
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* ''VideoGame/{{Terraria}}'' has a more Downplayed example, the ManaMeter regenerates over time, the speed of which is relative to how full it is. The Mana Regeneration potion grants a buff that always regenerates mana at maximum speed.

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* ''VideoGame/{{Terraria}}'' has a more Downplayed example, ''VideoGame/{{Terraria}}'':
** Downplayed: The speed of [[RegeneratingMana mana regeneration]] is proportional to how full
the ManaMeter regenerates over time, the speed of which is relative to how full it is. is, so a character with no mana has almost no regeneration until they rest for a while. The Mana Regeneration potion grants a buff that always regenerates mana at maximum speed.



* The ''VideoGame/WayOfTheSamurai'' series has the heat meter, individual to each sword the player gets. When the player uses attacks or blocks enemy attacks, the heat meter will increase based on the power of the relevant move, and in the case of player's attack, whether it landed or was blocked, before depleting when the player takes a moment to avoid using the sword. If the heat meter ends up reaching full, one segment of it will be removed, limited the amount of attacks that can be done or blocked in quick succession. If all segments are removed, then the sword will break, leaving the player with what effectively amounts to a blunt knife. Notably, enemy weapons also have their own invisible heat meters, so a defensive player can trick them into breaking their own weapons.
** ''VideoGame/WayOfTheSamurai4'' removes the heat meter, giving weapons a more basic durability meter, but it adds the stamina meter, which depletes as the player performs their attacks. It also governs their RegeneratingHealth. As such, it is best for the player to keep items to restore stamina on hand, as if the meter ends up completely empty, their attacks will become sluggish, and their health will not regenerate. An empty stamina meter is also bad news if the player is caught committing a crime, as if attacked by an alert cop when the meter is empty, they will arrest the player. Like the heat meter of previous entries, enemies have their own stamina meter, which is visible. Depleting an enemy's stamina can be helpful in weakening them, or even sparing them if the player wants to be merciful, which is sometimes required for sidequests and opening a couple plot branches.

to:

* The ''VideoGame/WayOfTheSamurai'' series series:
** In the first three games, each of the player's swords
has the its own heat meter, individual to each sword the player gets.meter. When the player uses attacks or blocks enemy attacks, the heat meter will increase based on the power of the relevant move, and in the case of player's attack, whether it landed or was blocked, before depleting when the player takes a moment to avoid using the sword. If the heat meter ends up reaching full, one segment of it will be removed, limited the amount of attacks that can be done or blocked in quick succession. If all segments are removed, then the sword will break, leaving the player with what effectively amounts to a blunt knife. Notably, enemy Enemy weapons also have their own invisible heat meters, so a defensive player can trick them into breaking their own weapons.
** ''VideoGame/WayOfTheSamurai4'' removes the heat meter, giving weapons a more basic durability meter, but it adds the [[SprintMeter stamina meter, meter]], which depletes as the player performs their attacks. It also governs their RegeneratingHealth. As such, it is best for the player to keep items to restore stamina on hand, as if the meter ends up completely empty, their attacks will become sluggish, and their health will not regenerate. An empty stamina meter is also bad news if the player is caught committing a crime, as if attacked by an alert cop when the meter is empty, they will arrest the player. Like the heat meter of previous entries, enemies have their own stamina meter, which is visible. Depleting an enemy's stamina can be helpful in weakening them, or even sparing them if the player wants to be merciful, which is sometimes required for sidequests and opening a couple plot branches.
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** 3.5 Edition:

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** [[TabletopGame/DungeonsAndDragonsThirdEdition 3.5 Edition:Edition]]:



*** All psionic characters gain a perk called Psionic Focus, which at its basic can help with concentration checks, and furthermore with many psionic feats depending on keeping or expending your Psionic Focus. However, such characters need to keep at least 1 power point in their reserve to benefit of the Psionic Focus; if this last point absolutely needs to be spent, the Psionic Focus is offline until they can rest.

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*** All psionic characters gain a perk called Psionic Focus, which at its basic can help with concentration checks, and furthermore with many psionic feats depending on keeping or expending your Psionic Focus. However, such characters need to keep at least 1 [[{{Mana}} power point point]] in their reserve to benefit of the Psionic Focus; if this last point absolutely needs to be spent, the Psionic Focus is offline until they can rest.



** 5[[superscript:th]] Edition: Many {{Magic Wand}}s' powers draw on a pool of charges that regenerates over time. However, whenever the charges are completely emptied, there's a small chance that the item will be permanently ruined.

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** 5[[superscript:th]] Edition: [[TabletopGame/DungeonsAndDragonsFifthEdition 5th Edition]]: Many {{Magic Wand}}s' powers draw on a pool of charges that regenerates over time. However, whenever each time the charges are completely emptied, there's a small chance that the item will be is permanently ruined.




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** Since ''4'', any rapid fire weapon such as the Rotary Autocannon or the Clan Hyper-Assault Gauss rifles in ''Living Legends'', for example, will temporarily jam if they are fired for too long.[[note]]The HAG jam is a translation of tabletop mechanics where the number denotes the amount of slugs fired before the capacitor has to recharge.[[/note]]

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** Since ''4'', any rapid fire weapon such as the Rotary Autocannon or the Clan Hyper-Assault Gauss rifles in ''Living Legends'', for example, will temporarily jam if they are fired for too long.[[note]]The HAG jam is a translation of tabletop mechanics where the number denotes the amount of slugs fired before the capacitor has to recharge. This actually makes it an interesting Inversion as it's faster to deplete the capacitor and let it recharge rather than let the jam meter cool down.[[/note]]
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*** The [[CrownOfPower Helm of Brilliance]] grants its wearer several passive benefits and a [[LimitedUseMagicalDevice limited pool]] of light- and fire-based spells. The passive benefits are permanently lost when the last of the spells is expended -- bad luck to anyone who needs to light a room badly enough to forfeit their [[ImmuneToFire fire resistance]] and ability to create [[FlamingSword flaming weapons]].
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*** All psionic characters gains a perk called Psionic Focus, which at its basic can help with concentration checks, and furthermore with many psionic feats depending on keeping or expending your Psionic Focus. However, such characters need to keep at least 1 power point in their reserve to benefit of the Psionic Focus; if this last point absolutely needs to be spent, the Psionic Focus is offline until they can rest.

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*** All psionic characters gains gain a perk called Psionic Focus, which at its basic can help with concentration checks, and furthermore with many psionic feats depending on keeping or expending your Psionic Focus. However, such characters need to keep at least 1 power point in their reserve to benefit of the Psionic Focus; if this last point absolutely needs to be spent, the Psionic Focus is offline until they can rest.

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** 3.5 Edition: "Reserve [[SkillScoresAndPerks Feats]]" grant a character a supernatural ability that's usable at will, so long as they have a spell of a specific type and [[SpellLevels minimum level]] available to cast. If they exhaust all their [[VancianMagic spell slots or castings of that spell]], the ability goes offline until they're replenished.

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** 3.5 Edition: Edition:
***
"Reserve [[SkillScoresAndPerks Feats]]" grant a character a supernatural ability that's usable at will, so long as they have a spell of a specific type and [[SpellLevels minimum level]] available to cast. If they exhaust all their [[VancianMagic spell slots or castings of that spell]], the ability goes offline until they're replenished.replenished.
*** All psionic characters gains a perk called Psionic Focus, which at its basic can help with concentration checks, and furthermore with many psionic feats depending on keeping or expending your Psionic Focus. However, such characters need to keep at least 1 power point in their reserve to benefit of the Psionic Focus; if this last point absolutely needs to be spent, the Psionic Focus is offline until they can rest.
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[[AC:Literature]]
* ''Literature/DungeonEngineer'': Running out of {{Mana}} knocks Ike out for a little while, until it regenerates.






* In a closed-bolt firearm fed by a detachable magazine, reloading while there are still cartridges in the magazine means that there is still a round in the chamber. As such, the gun is ready to fire simply by inserting the new magazine. If you empty all rounds and then reload you will need to manually [[DramaticGunCock rechamber a new round]] to begin firing, which is slightly longer. This mechanic is sometimes present in shooter games that [[ShownTheirWork show their work]].

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* In a closed-bolt firearm fed by a detachable magazine, reloading while there are still cartridges in the magazine means that there is still a round in the chamber. As such, the gun is ready to fire simply by inserting the new magazine. If you empty all rounds and then reload you will need to manually [[DramaticGunCock rechamber a new round]] to begin firing, which is slightly longer. This mechanic is sometimes present in shooter games that [[ShownTheirWork show their work]].work]].
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* This penalty is turned UpToEleven in ''VideoGame/SwordOfTheStars: The Pit''. The Lich will ''outright die'' if his ManaMeter runs out completely.

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* This penalty is turned UpToEleven {{exaggerated|Trope}} in ''VideoGame/SwordOfTheStars: The Pit''. The Lich will ''outright die'' if his ManaMeter runs out completely.



* ''VideoGame/FinalFantasyXV'' also has a stamina meter, sprinting too much and completely draining it will cause Noctis to walk slower than normal until it fully recharges

to:

* ''VideoGame/FinalFantasyXV'' also has a stamina meter, sprinting too much and completely draining it will cause Noctis to walk slower than normal until it fully rechargesrecharges.
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* ''VideoGame/GuiltyGear Strive'': Nagoriyuki's Blood Gauge is this in reverse. Using his specials fills up the gauge, and when it maxes out, he enters Blood Rage. While his normals become more powerful and he can one a new super move, it disables his specials and drains a ''massive'' amount of health over time in this state, plus he can be punished during the animation where he enters this state. The Blood Gauge lowers as he lands normal attacks or uses his command grab.

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* ''VideoGame/GuiltyGear Strive'': -Strive-'': Nagoriyuki's Blood Gauge is this in reverse. Using his specials fills up the gauge, gauge and when it maxes out, powers up his sword moves at higher levels, but if you let it fill up completely, he enters Blood Rage. While his he gets powered-up normals become more powerful and a really hard-hitting Overdrive, he can one a new super move, it disables his can't use specials and it drains a ''massive'' amount of health over time in this state, plus he can be punished during the about half his life bar ''very'' quickly. The animation where he enters this state. The goes into Blood Gauge lowers as Rage is slow enough to be punished, and he lands normal has no safe way of exiting Blood Rage, either. He needs to stop using his special and land attacks or uses his command grab.
grab to lower the gauge.



* ''VideoGame/BlasterMasterZero2'': Running out of energy gauge with the G-Sophia not puts it on a forced recharge state, which disables your secondary weapons and makes your primary weapons weaker.

to:

* ''VideoGame/BlasterMasterZero2'': Running out of energy gauge with the G-Sophia not puts it on a forced recharge state, which disables your secondary weapons and makes your primary weapons weaker.weaker. ''[[VideoGame/BlasterMasterZero3 Zero 3]]'' splits the energy meter into two separate meters for weapons and specials.
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* ''VideoGame/ViewtifulJoe'' and its sequel have a VFX meter that limits your super power use. Deplete it entirely and the player character will lose their superhero transformation until the first (and longest) bar has refilled.

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* ''VideoGame/ViewtifulJoe'' and its sequel have a VFX meter that limits your super power use. Deplete it entirely and the player character will lose their superhero transformation until the first (and longest) bar has refilled.
refilled, during which time they cannot double-jump and receive double the damage if hit.

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* ''TabletopGame/ChroniclesOfDarkness'': [[OurSpiritsAreDifferent Spirits]] have a pool of [[{{Mana}} Essence]] points that they spend to fuel their supernatural abilities. If they run out completely, they fall into slumber until they somehow regain a point. A spirit at zero Essence also suffers FinalDeath if its HitPoints are exhausted.

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* ''TabletopGame/ChroniclesOfDarkness'': [[OurSpiritsAreDifferent Spirits]] have a pool of [[{{Mana}} Essence]] points that they spend to fuel their supernatural abilities. If they run out completely, they fall into slumber until they somehow regain a point. A spirit at zero Essence also suffers FinalDeath {{permadeath}} if its HitPoints are exhausted.

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* ''TabletopGame/DungeonsAndDragons'' 5[[superscript:th]] Edition: Many {{Magic Wand}}s' powers draw on a pool of charges that regenerates over time. However, whenever the charges are completely emptied, there's a small chance that the item will be permanently ruined.

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* ''TabletopGame/DungeonsAndDragons'' ''TabletopGame/DungeonsAndDragons'':
** 3.5 Edition: "Reserve [[SkillScoresAndPerks Feats]]" grant a character a supernatural ability that's usable at will, so long as they have a spell of a specific type and [[SpellLevels minimum level]] available to cast. If they exhaust all their [[VancianMagic spell slots or castings of that spell]], the ability goes offline until they're replenished.
**
5[[superscript:th]] Edition: Many {{Magic Wand}}s' powers draw on a pool of charges that regenerates over time. However, whenever the charges are completely emptied, there's a small chance that the item will be permanently ruined.
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[[AC:FightingGames]]
* ''VideoGame/GuiltyGear Strive'': Nagoriyuki's Blood Gauge is this in reverse. Using his specials fills up the gauge, and when it maxes out, he enters Blood Rage. While his normals become more powerful and he can one a new super move, it disables his specials and drains a ''massive'' amount of health over time in this state, plus he can be punished during the animation where he enters this state. The Blood Gauge lowers as he lands normal attacks or uses his command grab.



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None

Added DiffLines:

* ''VideoGame/BlasterMasterZero2'': Running out of energy gauge with the G-Sophia not puts it on a forced recharge state, which disables your secondary weapons and makes your primary weapons weaker.
Is there an issue? Send a MessageReason:
None


* The VideoGame/WayOfTheSamurai series has the heat meter, individual to each sword the player gets. When the player uses attacks or blocks enemy attacks, the heat meter will increase based on the power of the relevant move, and in the case of player's attack, whether it landed or was blocked, before depleting when the player takes a moment to avoid using the sword. If the heat meter ends up reaching full, one segment of it will be removed, limited the amount of attacks that can be done or blocked in quick succession. If all segments are removed, then the sword will break, leaving the player with what effectively amounts to a blunt knife. Notably, enemy weapons also have their own invisible heat meters, so a defensive player can trick them into breaking their own weapons.
** VideoGame/WayOfTheSamurai4 removes the heat meter, giving weapons a more basic durability meter, but it adds the stamina meter, which depletes as the player performs their attacks. It also governs their RegeneratingHealth. As such, it is best for the player to keep items to restore stamina on hand, as if the meter ends up completely empty, their attacks will become sluggish, and their health will not regenerate. An empty stamina meter is also bad news if the player is caught committing a crime, as if attacked by an alert cop when the meter is empty, they will arrest the player. Like the heat meter of previous entries, enemies have their own stamina meter, which is visible. Depleting an enemy's stamina can be helpful in weakening them, or even sparing them if the player wants to be merciful, which is sometimes required for sidequests and opening a couple plot branches.

to:

* The VideoGame/WayOfTheSamurai ''VideoGame/WayOfTheSamurai'' series has the heat meter, individual to each sword the player gets. When the player uses attacks or blocks enemy attacks, the heat meter will increase based on the power of the relevant move, and in the case of player's attack, whether it landed or was blocked, before depleting when the player takes a moment to avoid using the sword. If the heat meter ends up reaching full, one segment of it will be removed, limited the amount of attacks that can be done or blocked in quick succession. If all segments are removed, then the sword will break, leaving the player with what effectively amounts to a blunt knife. Notably, enemy weapons also have their own invisible heat meters, so a defensive player can trick them into breaking their own weapons.
** VideoGame/WayOfTheSamurai4 ''VideoGame/WayOfTheSamurai4'' removes the heat meter, giving weapons a more basic durability meter, but it adds the stamina meter, which depletes as the player performs their attacks. It also governs their RegeneratingHealth. As such, it is best for the player to keep items to restore stamina on hand, as if the meter ends up completely empty, their attacks will become sluggish, and their health will not regenerate. An empty stamina meter is also bad news if the player is caught committing a crime, as if attacked by an alert cop when the meter is empty, they will arrest the player. Like the heat meter of previous entries, enemies have their own stamina meter, which is visible. Depleting an enemy's stamina can be helpful in weakening them, or even sparing them if the player wants to be merciful, which is sometimes required for sidequests and opening a couple plot branches.
Is there an issue? Send a MessageReason:
None


* Classic ''TabletopGame/{{Traveller}}'' Book 4 ''Mercenaries''. Certain weapons with automatic fire capacity (e.g. light machine gun and very rapid fire gauss gun) have a maximum number of bursts they can fire safely in a single combat round. If they exceed that limit, each additional burst fired increases the chance that the weapon will overheat and jam. If this happens, the jam has to be cleared before the weapon can fire again.

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* Classic ''TabletopGame/{{Traveller}}'' Book 4 ''Mercenaries''. Certain weapons with automatic fire capacity (e.g. light machine gun and very rapid fire gauss gun) have a maximum number of bursts they can fire safely in a single combat round. If they exceed that limit, each additional burst fired increases the chance that the weapon will overheat and jam. If this happens, the jam has to be cleared before the weapon can fire again.again.
[[AC:RealLife]]
* In a closed-bolt firearm fed by a detachable magazine, reloading while there are still cartridges in the magazine means that there is still a round in the chamber. As such, the gun is ready to fire simply by inserting the new magazine. If you empty all rounds and then reload you will need to manually [[DramaticGunCock rechamber a new round]] to begin firing, which is slightly longer. This mechanic is sometimes present in shooter games that [[ShownTheirWork show their work]].
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* ''VideoGame/FinalFantasyXV'' also has a stamina meter, sprinting too much and compltetly draining it will cause Noctis to walk slower than normal until it fully recharges

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* ''VideoGame/FinalFantasyXV'' also has a stamina meter, sprinting too much and compltetly completely draining it will cause Noctis to walk slower than normal until it fully recharges
* ''VideoGame/DarkSouls'': Running out of stamina will make you unable to do any actions that require it (sprinting, rolling, attacking, etc.) until you're regenerated enough. If your stamina is depleted while you're blocking, you will be Guard Broken, causing you to take more damage during the recoil animation, as well as leaving you vulnerable to a well-timed [[CriticalHit riposte]].
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\n* '' VideoGame/TeamFortress2'': If the Spy lets the cloak meter of his invisiwatch run out instead of decloaking manually the sound will be louder, making it easier for the enemy team to notice him.

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In games that include [[PowerupMount Epona]], pressing the A button spurs her to a full gallop, which is regulated by a line of carrots (implying that feeding her carrots acts as an organic NitroBoost) or spur icons. The meter will refill gradually when partially depleted, or all at once if fully depleted, but only after Epona slows noticeably for several seconds, which is enough to lose you the {{Racing Minigame}}s in ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' and ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]''. The recommended technique for maintaining a high speed is to keep at least one carrot on screen at all times.

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** In games that include [[PowerupMount Epona]], pressing the A button spurs her to a full gallop, which is regulated by a line of carrots (implying that feeding her carrots acts as an organic NitroBoost) or spur icons. The meter will refill gradually when partially depleted, or all at once if fully depleted, but only after Epona slows noticeably for several seconds, which is enough to lose you the {{Racing Minigame}}s in ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' and ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]''. The recommended technique for maintaining a high speed is to keep at least one carrot on screen at all times.
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[[AC:{{ActionAdventure]]

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[[AC:{{ActionAdventure]][[AC:ActionAdventure]]
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[[AC:{{ActionAdventure]]
* ''Franchise/TheLegendOfZelda'':
In games that include [[PowerupMount Epona]], pressing the A button spurs her to a full gallop, which is regulated by a line of carrots (implying that feeding her carrots acts as an organic NitroBoost) or spur icons. The meter will refill gradually when partially depleted, or all at once if fully depleted, but only after Epona slows noticeably for several seconds, which is enough to lose you the {{Racing Minigame}}s in ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' and ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]''. The recommended technique for maintaining a high speed is to keep at least one carrot on screen at all times.
** ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' introduced a general Stamina Meter used for sprinting (which lets you run a short distance up walls to reach somewhat higher ledges and go up steeper hills), climbing, {{spin attack}}s (but not regular attacks), carrying heavy items, [[ShiftingSandLand and keeping yourself afloat in sand]]. Drain the meter completely and Link can't do anything but move around slowly until the circle refills, including actions that don't normally run off the meter.
** The meter returns in ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'', in improved fashion. It now depletes much more slowly, doesn't come into play as often, can be augmented and recharged more easily, and Link's regular jogging speed (which does not reduce the meter) has been increased. There is also a GoodBadBug where by whistling for your horse and tapping B you can run indefinitely.
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* Both the minigun in ''VideoGame/Left4Dead'' and the .50 BMG machine gun in [[VideoGame/Left4Dead2 the sequel]] could [[{{Overheating}} overheat]] and would become inoperable for a long period of time if you overheated it completely.

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* Both the minigun in ''VideoGame/Left4Dead'' and the .50 BMG machine gun in [[VideoGame/Left4Dead2 the sequel]] could [[{{Overheating}} overheat]] and would become inoperable for a long period of time if you overheated it completely. In addition, the autoshotgun can be reloaded one shell at a time, but completely emptying the magazine means you have to "prime" the weapon again after reloading.
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* ''VideoGame/FinalFantasyXV'' also has a stamina meter, sprinting too much and compltetly draining it will cause Noctis to walk slower than normal until it fully recharges




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* ''VideoGame/{{Vanquish}}'' encourages not fully depleting the overheat meter by reducing movement speed while it is depleted.
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A common trope in many VideoGames that feature some kind of ability, with or without a respective [[StatMeters Stat meter]], be it a SprintMeter, {{Overheating}}, NitroBoost, etc., you're encouraged not to deplete the ability entirely and stop just short of doing so or risk some sort of negative effect. The penalty depends on the developer's taste, you might be locked out of using that ability for a brief period or the delay before it starts to regenerate is longer than it is normally but the effects can be more than just those two.

The effects vary across a lot of other VideoGameTropes when those abilities are depleted, running out of your SprintMeter may cause your character to become fatigued, moving even slower than their regular running speed, {{Overheating}} (or depleting the [[BottomlessMagazines recharging cell]] on) your weapon may cause it to temporarily become inoperable for a period of time, or depleting a NitroBoost means you will be unable to activate it for a few second while it regenerates (or even until the meter has refilled completely). In games with RegeneratingShieldStaticHealth, there might be a longer delay if the shield had been completely depleted before it starts to regenerate along with the expected ramification of becoming vulnerable.

This can be a way for developers to discourage spam from a variety of methods or at least discourage players from recklessly spamming an ability without keeping an eye on how much they are able to use it before it starts to hamper them.

Compare with {{Cooldown}} where the ability is always locked out after use. Often overlaps with {{Overheating}} where the character, ability, whatever is weakened or even incapacitated if you exceed the limit. See BreakMeter when the point is to deplete a meter on an enemy in order to inflict a penalty against them. CastFromHitPoints may count, although everyone knows [[YetAnotherStupidDeath what happens if you deplete the meter that those abilities cast from]]. If the weapon or tool simply has a limited number of uses before breaking, that's BreakableWeapons though one of the penalties of this trope could be the item in question wearing down faster than usual.

!! Examples:
[[AC:FirstPersonShooter]]
* Any {{Overheating}} weapon in the ''VideoGame/{{Battlefield}}'' series has a brief delay before you could fire it again if you exceeded the limit.
* ''VideoGame/BioShockInfinite''. If Booker's regenerating shield ability is completely broken, he loses it for a short time and becomes very vulnerable to damage. After that time, the bar will refill on its own and it protects him again.
* In ''VideoGame/{{Crysis}}'', running out of ammo in your gun makes the subsequent reload take longer as you'll have to chamber a bullet manually. That's not something you'd want to waste time on when you're surrounded by enemies who can kill you in seconds, even through your PoweredArmour and its RegeneratingHealth.
* Both the minigun in ''VideoGame/Left4Dead'' and the .50 BMG machine gun in [[VideoGame/Left4Dead2 the sequel]] could [[{{Overheating}} overheat]] and would become inoperable for a long period of time if you overheated it completely.
* The original ''VideoGame/StarWarsBattlefront'' and the [[VideoGame/StarWarsBattlefrontII sequel]] not only briefly locked the ability to fire a weapon if it [[{{Overheating}} overheats]] but the SprintMeter for characters and vehicles could even be depleted into the negatives, preventing you from using those abilities for a moment.


[[AC:{{Idle Game}}s]]
* ''VideoGame/KittensGame'': Shattering time crystals jumps forward in time and generates chronoheat. Having more chronoheat than your chronofurnaces can hold increases the cost in time crystals to move forward by any given number of years.

[[AC:{{Platformer}}]]
* ''VideoGame/{{Psychonauts}}'' has a longer delay before your Invisibility or Shield abilities start to regenerate if you deplete them.
* ''VideoGame/ViewtifulJoe'' and its sequel have a VFX meter that limits your super power use. Deplete it entirely and the player character will lose their superhero transformation until the first (and longest) bar has refilled.

[[AC:RealTimeStrategy]]
* ''VideoGame/CommandAndConquer'':
** ''VideoGame/CommandAndConquerTiberianSun'' has GDI's Firestorm Defense system where activating the generator would prevent any unit or physical projectile from moving past any built sections, and destroy units and vehicles that were on top of them upon activation. If you allowed the generator to deplete entirely, you were locked out of activating it until it completely recharged.
** ''VideoGame/MentalOmega'', courtesy of sharing a similar engine to the above, has the Foehn Revolt's Blast Furnace that operates exactly the same as the Firestorm Defense generator.

[[AC:{{Roguelike}}]]
* This penalty is turned UpToEleven in ''VideoGame/SwordOfTheStars: The Pit''. The Lich will ''outright die'' if his ManaMeter runs out completely.

[[AC:RolePlayingGame]]
* The ''VideoGame/BravelyDefault'' series incorporates this into its signature Brave Point (BP) system: Each turn, a character can "Default" to both {{defend|Command}} and store a BP, or "Brave" to spend their BP and take multiple actions in a single turn, up to a total of four. Even if a character doesn't have enough BP, they can still go into the negative, but they'll be unable to act until enough turns have passed for their BP to go back to zero.
* ''VideoGame/TheElderScrollsIVOblivion'': Creatures have a continuously regenerating Fatigue score that's drained by activities like jumping and attacking. This normally only penalizes the damage from their attacks, but, if they hit negative Fatigue, they collapse on the ground until it rises back above zero.
* In the ''VideoGame/GodEater'' games, running out of stamina (most commonly by running or dashing too much) will leave you immobilized for a few seconds while you catch your breath and your stamina refills.

[[AC:SimulationGame]]
* ''VideoGame/MechWarrior'':
** The series has featured {{Overheating}} as a staple gameplay mechanic and your 'Mech would shutdown after reaching a certain threshold, leaving you helpless but unharmed until your 'Mech started back up on its own. You can override the auto-shutdown with [[ExplosiveOverclocking the expected consequences if you continued to exceed the shutdown limit]].
** Starting since ''3'', you could flush hot coolant out of the system to quickly expel heat but this also means you're losing reserve coolant that's used to convect and radiate heat off your 'Mech, resulting in a reduction in heat efficiency as you flush coolant.
** Since ''4'', any rapid fire weapon such as the Rotary Autocannon or the Clan Hyper-Assault Gauss rifles in ''Living Legends'', for example, will temporarily jam if they are fired for too long.[[note]]The HAG jam is a translation of tabletop mechanics where the number denotes the amount of slugs fired before the capacitor has to recharge.[[/note]]

[[AC:ThirdPersonShooter]]
* ''VideoGame/KidIcarusUprising'' allows you to dash during ground combat by flicking and holding the circle pad in any direction but Pit (and other playable characters) will tire out, slowing them down until they choose to stop and catch their breath. The Tirelessness power lets you prevent this from happening as does Lightweight (along with making you faster but more vulnerable).

[[AC:WideOpenSandbox]]
* ''VideoGame/RebelGalaxy'' has a delay penalty to depleting your [[NitroBoost afterburner]] or your active DeflectorShields. Weapons that [[{{Overheating}} overheat]] are also locked out until they cool down completely.
* ''VideoGame/{{Starbound}}'': Depleting your [[ManaMeter Energy Meter]] locks you out of using any ability that consumes energy until it recharges.
* ''VideoGame/{{Terraria}}'' has a more Downplayed example, the ManaMeter regenerates over time, the speed of which is relative to how full it is. The Mana Regeneration potion grants a buff that always regenerates mana at maximum speed.
** ''VideoGame/TheThoriumMod'' has the exhaustion meter for infinite throwing class weapons. If it fills up then the damage from those particular weapons are severely weakened and although continuing to throw won't reset the duration of the debuff, you will have to wait for it to expire, after which the meter is reset.
* The VideoGame/WayOfTheSamurai series has the heat meter, individual to each sword the player gets. When the player uses attacks or blocks enemy attacks, the heat meter will increase based on the power of the relevant move, and in the case of player's attack, whether it landed or was blocked, before depleting when the player takes a moment to avoid using the sword. If the heat meter ends up reaching full, one segment of it will be removed, limited the amount of attacks that can be done or blocked in quick succession. If all segments are removed, then the sword will break, leaving the player with what effectively amounts to a blunt knife. Notably, enemy weapons also have their own invisible heat meters, so a defensive player can trick them into breaking their own weapons.
** VideoGame/WayOfTheSamurai4 removes the heat meter, giving weapons a more basic durability meter, but it adds the stamina meter, which depletes as the player performs their attacks. It also governs their RegeneratingHealth. As such, it is best for the player to keep items to restore stamina on hand, as if the meter ends up completely empty, their attacks will become sluggish, and their health will not regenerate. An empty stamina meter is also bad news if the player is caught committing a crime, as if attacked by an alert cop when the meter is empty, they will arrest the player. Like the heat meter of previous entries, enemies have their own stamina meter, which is visible. Depleting an enemy's stamina can be helpful in weakening them, or even sparing them if the player wants to be merciful, which is sometimes required for sidequests and opening a couple plot branches.

!! Non-Video Game Examples:
[[AC:TabletopGame]]
* ''TabletopGame/ChroniclesOfDarkness'': [[OurSpiritsAreDifferent Spirits]] have a pool of [[{{Mana}} Essence]] points that they spend to fuel their supernatural abilities. If they run out completely, they fall into slumber until they somehow regain a point. A spirit at zero Essence also suffers FinalDeath if its HitPoints are exhausted.
* ''TabletopGame/DungeonsAndDragons'' 5[[superscript:th]] Edition: Many {{Magic Wand}}s' powers draw on a pool of charges that regenerates over time. However, whenever the charges are completely emptied, there's a small chance that the item will be permanently ruined.
* ''TabletopGame/TheOneRing'': Adventurers spend Hope points to boost their dice rolls, [[HeroicWillpower rally in the face of danger]], and activate special abilities. At zero hope, they're completely spent and automatically flee any struggle or conflict until they regain a point.
* ''TabletopGame/{{Pathfinder}}'': The [[BareFistedMonk Monk]] and {{Ninja}} {{Character Class}}es have a daily pool of ''{{ki|Manipulation}}'' [[KiManipulation points]] to enhance their powers. Some of their passive {{Magic Enhancement}}s don't cost ''ki'' points but don't work when their ''ki'' pool is empty, like the Monk's [[ArmorPiercingAttack armour-piercing blows]] and the Ninja's [[InASingleBound leaps]].
* Classic ''TabletopGame/{{Traveller}}'' Book 4 ''Mercenaries''. Certain weapons with automatic fire capacity (e.g. light machine gun and very rapid fire gauss gun) have a maximum number of bursts they can fire safely in a single combat round. If they exceed that limit, each additional burst fired increases the chance that the weapon will overheat and jam. If this happens, the jam has to be cleared before the weapon can fire again.

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