03-10-2014, 08:37 PM | #1 | |
Join Date: Mar 2013
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Gun Generator: v0.1
Hello everyone!
So I've been working on the idea of a gun generator for quite some time. I've seen plenty of people recommend "The Cole Method," but I'm not much one for physics, and I was trying to come up with something that fits more into the game than into realism. Anyway, I wanted to run a Firefly game, but wanted a lot more variety to the TL9 conventional firearms. So, with that in mind, and using David Pulver's "Blaster and Laser Design" from Pyramid 3/37: Tech and Toys II as a basis, here's what I've come up with. But first, a few notes. 1) This is the very definition of a work in progress. If you see any blatant flaws, holes, or mathematical errors, I'd really appreciate you letting me know. 2) I'm hoping to update this as I get feedback and continue to work on it. 3) These rules will not allow you to recreate the standard weapons from GURPS: Ultratech, though it can get you pretty close. Those (and an ass-ton of algebra and playing with numbers) have given me the figures I've arrived with. These are simply as close as I could get. 4) There are some problems I simply could not solve on my own (like Range formulas), and so I made arbitrary decisions and have decided to post here in hopes that the community might be able to solve the problems I couldn't. Quote:
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03-10-2014, 09:57 PM | #2 |
Join Date: Feb 2011
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Re: Gun Generator: v0.1
I was thinking about something like this not long ago. Looks like you've done some good work!
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03-11-2014, 12:20 AM | #3 |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: Gun Generator: v0.1
Whether you submit it for Pyramid or make your own PDF out of it, I'll be interested in seeing how this progresses.
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03-11-2014, 09:00 PM | #4 | |
Join Date: Mar 2013
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Re: Gun Generator: v0.1
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Dammit, man! I need answers! ;) |
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03-11-2014, 09:21 PM | #5 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gun Generator: v0.1
Quote:
But it MUST be finalized. You might want to check out the Pyramid Write Club, which helps starting authors.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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03-11-2014, 09:30 PM | #6 |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: Gun Generator: v0.1
Yeah, you din't know?
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03-12-2014, 01:49 PM | #7 |
Join Date: Mar 2013
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Re: Gun Generator: v0.1
Is there any chance I could get some math gurus to check some of mine? Like I said, some of the values (DAMN YOU, RANGE!) are arbitrary, and even I have to leave them as such, I'd prefer arbitrary values that are a little closer to accurate. If anyone is interested, I can send them (or post) a detailed breakdown of my work for examination.
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03-12-2014, 02:11 PM | #8 | |
Join Date: Jun 2013
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Re: Gun Generator: v0.1
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More realistically, 1/2D should be determined entirely by shape and weight of the projectile. For TL 4 weapons, I found that multiplying caliber (in inches) by 100 gives around the same 1/2D Range (in yards) as found in Low Tech. Max is more complicated, but 10x 1/2D is fairly consistent of GURPS weapons, so you could go with that. If you're interested in designing firearms for GURPS, you may want to pick up 3e Vehicles (read through the entire weapon chapter before using it, however - there's a lot hidden in sidebars in odd locations, like appropriate bore sizes and barrel lengths for firearms in the section on mechanical artillery, and the important rules for handheld weapons not showing up until you're dealing with beam weapons). There are also some other things you'll need to come up with, like Rcl, MinST (although you could base that off how it works in 3e, then convert to 4e ST), Bulk, etc. Additionally, 3e had ~double the Acc values of 4e, so whatever Acc you calculate there should probably be halved. |
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03-13-2014, 03:24 PM | #9 | |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: Gun Generator: v0.1
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03-13-2014, 03:45 PM | #10 | |
Join Date: Jun 2013
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Re: Gun Generator: v0.1
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I should also mention that GURPS statistics typically don't follow the "1/2D is a multiple of caliber" rule, as for example an underpowered round actually has a shorter 1/2D. If you decide to go with this, just get it to match most weapons using full power loads and you'll be good. Note also that bullet shape also matters, so pistols will typically have a lower multiplier than rifles (as pistol bullets are shorter). |
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Tags |
design notes, firearms, generator, guns, ultratech |
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