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Old 05-12-2012, 08:47 AM   #51
johndallman
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Default Re: [HT] [TS] More machine-gun questions

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Originally Posted by Icelander View Post
This is rather an alarming event, as it suggests that we are living in an artificial reality where the rules change retroactively.
Seriously, you'd never previously noticed?
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Old 05-12-2012, 10:58 AM   #52
Ulzgoroth
 
Join Date: Jul 2008
Default Re: [HT] [TS] More machine-gun questions

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Originally Posted by Icelander View Post
The actual IQ-based roll made against a hypothetical Artillery (Machine Gun) skill would reflect the gunlayer traversing to hit a spot chosen by the FDC. This is clearly the easiest part of the whole operation, which in GURPS is reflected by making it almost impossible until the FO and the FDC have accumulated enough bonuses to make it a straight skill roll.
Even more perversely, a super-ace indirect gunlayer can put rounds on target by being really good at following bad instructions from the FDC.
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Old 05-12-2012, 11:13 AM   #53
Rupert
 
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Default Re: [HT] [TS] More machine-gun questions

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Originally Posted by Ulzgoroth View Post
Even more perversely, a super-ace indirect gunlayer can put rounds on target by being really good at following bad instructions from the FDC.
The fix would be to have the plotted aim point deviate from the intended aim point based on the skill of the FO and FDC, and then have the actual impact point deviate from that based on the skill of the gun's operator. It would be possible, though unlikely (as FO/FDC errors tend to be larger than gunlaying errors), for the latter to cancel out the former.
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