Health

Health (sometimes abbreviated to HP, short for "Hitpoints") is a measure of how much damage an entity can receive, if an entity's health is reduced to zero, it will be destroyed.

Plazma Burst: FTTP
In Plazma Burst: FTTP, the Players health is displayed as a percentage, 100 representing full health, and 0 representing death. Health is recovered by picking up med kits, restoring 25% health per pickup.

Marine's health is determined by the number of body armor upgrades the player has purchased. Starting at 50 health, and increasing by 100 per armor upgrade (totaling to 550). Upgrading the helmet will reduce headshot damage taken, and easier difficulties will reduce overall damage taken from enemies, effectively increasing your health.

When in control of the Jeep or Noir Lime, the player's health will differ.

Plazma Burst 2
In Plazma Burst 2, when a Character is damaged, they start to regenerate their lost health. If a Character dies, they are able to revived by the Defibrillator or Medic Pistol.

Enemies cannot regenerate health on Easy or Normal difficulties.

In the Campaign, Enemies in Hard difficulty have increased health, the Impossible difficulty, however, will change every Characters health to 130 at it's lowest, and 300 at highest.

Dying state
Characters are able to enter a "dying" state when their health is less than 30. In this state, they become unable to walk, and will slowly start bleeding to death.

If a character dies, or is in this dying state, they can be cured by using a Defibrillator or Medic Pistol.

Dying Characters are still able to fight as long as their arms are intact, otherwise they are unable to use Weapons or grenades.

Enemies on the Easy difficulty will not be able to fight while dying, even with arms.

Body part health
Individual body parts of Characters have their own health values as well, allowing them to be broken, which can either cause instant, permanent death, or an incurable dying effect.

Vehicle hitpoints
Vehicles receive significantly less damage from projectiles, effectively providing larger HP pools. However, Vehicles receive doubled damage from explosives, and their HP does not regenerate.

Unlike Characters, Vehicles have a base amount of HP that is multiplied by a parameter ("% of Hitpoints"). Each Vehicle's base HP is as follows:


 * Mobile rO81-CS: 400
 * Hound Walker-CS: 300
 * Corvette / Drone: 100
 * Crate: 20
 * Life-Capsule: 10

Corvettes are immune to explosives, Life-Capsules are immune to everything except fall damage, and Rope cannot be destroyed/does not have HP.

Vehicles are also immune to acid and pusher damage, though the pilots inside can still receive damage from these sources.

Trivia

 * In Plazma Burst 2, it is possible to complete a mission when in a dying state.
 * In custom maps, it is possible disable health regeneration, and to add health kits with level editor logic, akin to FTTP.
 * In Star Defenders, the dying state does not hinder movement, and increased projectile damage is only dealt on headshots.
 * In Star Defenders 3D, there is no dying state, and the headshot damage modifier varies depending on the weapon.