Health and Armour System

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*This page is about systems related to HP and AP. For the method involving damage across regions, see Regional Damage.*

The **Health and Armour system** (often abbreviated as HAS) in Azpect FPS is a complex web of values and algorithms that determines a character's vitality and resilience in the unforgiving world of Matrinex. At its core, this system revolves around two key elements: **Health Points** (HP) and **Armour Points** (AP). These fundamental measures serve as the foundation upon which every aspect of the game's health and armour mechanics is built. The HAS offers a compelling blend of traditional HP management and the realism of regional damage, providing players with a forgiving yet unapologetic experience in the heat of combat.

## //: Details

### //: Health Points (HP)

Health Points, abbreviated as HP, represent an agent's overall well-being, and their range spans from 0 to 100. One of the unique features of the HP system is its natural regeneration. If a character's HP drops below 100, a brief delay is initiated before the regeneration process begins. By default, this delay lasts for 5 seconds, but the catch is that the player must avoid taking damage from any source during this time, or the delay will reset. Additionally, players should be cautious of certain negative Status Effects, as even minor damage from effects like Bleeding can hinder natural HP regeneration.

Once the delay has elapsed, the HP regenerates at a rate of 1 HP every 3 seconds. However, this interval decreases by 0.25 seconds for each successive HP regenerated, capping at 1 HP every 0.5 seconds. With every successful "regeneration tick," 1 damage point is recovered in the Regional Damage map, targeting the most damaged region. If multiple regions have equal amounts of damage, a random region is selected for healing. It's essential to note that fractured or "blacked out" regions cannot naturally recover and require the use of a Medical item for restoration.

### //: Armour Points (AP)

In contrast to HP, Armour Points, abbreviated as AP, require a character to maintain a charge and decay over time at a fixed rate of 1 AP every 5 seconds. Despite this drawback, having any AP value greater than 0 acts as a buffer against incoming damage. AP functions by absorbing or deflecting damage sources via the AX-01 Vital Indicator Device's electromagnetic shield. The default shield configuration (no AX-01 VID modules equipped) provides additional benefits, negating any projectile's headshot multiplier as long as the AP value remains above 0.

However, if inflicted damage reduces AP to 0, the shield "shatters" into a cloud of blue particles. Any remaining damage is then applied to HP, including the reinstatement of the headshot multiplier. To illustrate this, if a player with 100 HP and 10 AP takes 20 damage to the head (with a 1.5x headshot multiplier), 10 damage points are absorbed by AP. After the shield shatters, the remaining 10 damage is multiplied by 1.5x, resulting in 15 damage to the head.

### //: Fight for Your Life (FFYL)

Main article: Fight for Your Life

When a character's HP reaches 0, they face one of two possible outcomes, depending on their status before being downed. The first scenario initiates "Fight for Your Life" (FFYL), where players are forced into a prone position and can only use their sidearms for self-defence. Teammates become critical during FFYL, as Combat Medics are the only class of characters that can revive the downed player. If no medics are available to assist, other team members must provide cover until the downed player either recovers or succumbs.

During FFYL, the HP bar is replaced by "Bleeding Points," which gradually decreases over 60 seconds. Players can slow down the bleeding by holding `E`, reducing the decay rate by half but sacrificing access to their weapon. If a player can endure 30 uninterrupted seconds of slowing the bleeding, they'll return to the fight with 5 HP and a short Bleeding status effect. This process can only be repeated twice per life, and a third downing results in permanent death.

The second outcome is immediate termination, resulting in the player's removal from the game. Several conditions can lead to this outcome, each checked in descending order of priority:

* If the last inflicted damage was a headshot.
* If the player's head is "blacked out" due to severe damage.
* When a player sustains 70 or more points of damage in a single blow.
* The player has exhausted their FFYL opportunities after successfully recovering from FFYL twice before.

### //: Medical Items

Some Medical items in Azpect FPS can alter the natural regeneration process and override default mechanics. For instance, the AI-2 immediately recovers 10 HP but induces a mild natural regeneration at a rate of 1 HP every 2 seconds, lasting for 60 seconds or until cancelled by damage. Other Medical items offer more potent regeneration or other effects, often at the cost of deducting HP. The AX-18 Advanced Combat Stimulant, for example, deals 20 damage to the torso (bypassing AP) but triggers rapid regeneration at a rate of 1 HP every 0.25 seconds for 20 seconds. Notably, the AX-18 features a "potent" trait, meaning that the regeneration effect persists even if the character takes damage. Certain Medical items provide immediate HP restoration without any conditions or side effects, such as the Instant Vial or the Vitality dart from the AX-05 ANEX-O.