Overview

GLIDERAIL_HEALTH.png

"Gliders and hostiles alike have a health pool comprised of Pips. Each Pip absorbs 1 damage."

"White Health is Integrity. Once gone, it is lost until the Glider explodes, or consumes a Glider Repair Kit."

"Blue health is Shields. Shields recharge over time, but are lost when crashing into obstacles at high speeds."

"Orange health is Tied Shields. Tied Shields act similar to regular Shields, but will temporarily deactivate parts of a Glider they are tied to when completely lost."

All entities in GlideRail utilize the Pip system to determine how much HP they have. Standard enemies by default will only have 1HP, while elite enemy variants or bosses will have more Pips and more Pip variants than Integrity. Gliders will also have at least 1HP.

It is possible for player controlled weapons to deal more or less than 1 damage, but all enemy weapons will only deal 1 or less damage.

Pip Chunks

Some weapons deal less than 1 damage per hit, this means they deal chunk damage rather than a full pip.
pip75.png128 pip50.png128 pip25.png128 pip0.png128

The visual concept for pip chunks. All pips have 4 chunks before being destroyed.

Pips with under full percentage will restore themselves to full over time, similar to the recharge ability of Shields, even if they are not a Shield type.

When a weapon deals 1 damage to a Pip under 100%, the pip will still absorb full damage, and any excess / overflow is lost. This means a 100% and 25% pip will both absorb 1 damage with no change in functionality.

Pip chunks exist to balance out DOT based weapons or damage effects while keeping projectile / full damage weapons fair.