Simulation elements

Game genre concept

Parent group

Hardcore elements

This is a container group; its children are:

BallisticsModels projectile physics by allowing them to bounce off and penetrate certain materials as well as drop due to gravity, possibly including effects of wind and others.1983 / 2018231 games
Damage modelingModels the effects of damage on characters, vehicles and other things. (too short)1988 / 202035 games
Delayed turningAlthough view may turn instantly when commanded to, certain important factors follow the view change at noticeably slower pace (usually wielded gun or similar).2010 / 20165 games
DockingPlayer can or must manually dock. (too short)1981 / 20153 games
DriftingAbility to maintain momentum while turning, with the turning not affecting direction of the drift (much). Such as a car with which the driver intentionally loses traction for.1998 / 202037 games
G-force induced Loss Of ConsciousnessSimulates G-LOC in some manner. (too short)2012 / 20157 games
No HP system (too short)2012 / 20142 games
NPC schedulesNPCs follow certain schedules, regardless if they're static or dynamic, such as going to sleep at night, eating dinner, working for most of the day, spending free time during evening, etc.1982 / 201866 games
Per-character relationsRelations are tracked per-character in addition to or instead of overall or per-faction. (too short)1975 / 201750 games
Realistic rangesIt is extremely common for strategy games to have greatly reduced ranges for everything from sight to weapons, this tag shows which deviate from this.2006 / 20138 games
TractionSimulates variances in traction and loss of it. (too short)2010 / 20165 games