05-12-2016, 01:31 AM | #31 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Handling Long-Range Musketry
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On the other hand, I see that in Pulp Guns 2 Hans chose to give most of the rifles in .22 LR Acc 3 rather than 4 or 5. Rifle shooters can chime in, but that looks like it might have more to do with the ballistics of the round than ergonomics.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature Last edited by Polydamas; 05-12-2016 at 01:36 AM. |
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05-12-2016, 02:37 AM | #32 | ||
Join Date: Jan 2010
Location: Brighton
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Re: Handling Long-Range Musketry
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Which to be fair is what you seem to be saying here (which makes me think I'm misreading what your saying above): Quote:
As other have said this seem to be generally what GURPS currently does (Skill being both already, guns giving an Acc bonuses and MoA hard cap on skill) However that said IME the MoA cap doesn't often come in for most shooters and most shots even an Acc 2 pistol is going to be Max skill 24. Which dos suggest that the user is more often the limiting factor than the gun. Which again I think I agree with (is this what you referring to in the first bit above?) So I think if you're looking to adjust how GURPS works here a good way it to adjust when these different limiting factors kick in, which can be done in two ways I think: 1). Changing the basic MoA calculation e.g instead of 20+(2xAcc) maybe 17+(3xAcc) 2). Changing what Mods you factor in to that equation other than basic wepoan Acc. An example of this last one might be say to model the issues of smooth bore shot have hastily loaded Smooth bore muskets have a-2 to Acc for MoA purpose for it max skill would be 20 +2x(2-2) = 20 which means skill would be capped at 20 making long range shots over 100 yards more down to luck then either skill or steps taken to improve accuracy. Last edited by Tomsdad; 05-13-2016 at 12:19 AM. |
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05-12-2016, 02:48 AM | #33 | |
Join Date: Jan 2010
Location: Brighton
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Re: Handling Long-Range Musketry
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Bench tests for different projectiles are designed specifically around this fact |
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05-12-2016, 02:58 AM | #34 | |
Join Date: Jan 2010
Location: Brighton
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Re: Handling Long-Range Musketry
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Obviously the time to target rule now further favours them! Now if those assumptions are changed than yeah I agree so should laser Acc listings. *this instead seems to partly get referenced into adjusting range listings for different lasers in different mediums, which means it's an all or nothing effect of course! |
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05-12-2016, 03:33 AM | #35 | |
Join Date: Jan 2010
Location: Brighton
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Re: Handling Long-Range Musketry
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05-13-2016, 11:56 AM | #36 |
Join Date: Jun 2013
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Re: Handling Long-Range Musketry
Yo, dawg, I heard you like spin-off threads, so I made a spin-off thread of this spin-off thread so you can read about the tangent of a tangent of that other thread.
(EDIT: As I failed to be clear here, the link is to a thread discussing the idea of redesigning the manner in which GURPS Acc behaves) Last edited by Varyon; 05-13-2016 at 12:56 PM. |
05-13-2016, 12:06 PM | #37 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Handling Long-Range Musketry
Misunderstanding my point. The inherent precision of a weapon is determined by features of the weapon and is essentially unrelated to skill. It's also not very relevant to most RPG-level combat, however. In a firefight, your hit probability with a 1 MoA weapon and a 10 MoA weapon will probably not change significantly, though the same is not true for sniping or hunting.
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05-15-2016, 07:45 AM | #38 | |
Join Date: Jan 2010
Location: Brighton
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Re: Handling Long-Range Musketry
Your point seemed to be that weapon ergonomics is the overwhelming factor here?
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I think there's much more of a sliding scale between a fire fight and sniping and hunting in terms of how much of factor your gun's accuracy in terms of MoA. (and between hunting and sniping come to that) However I think what your saying is ergonomics "pointabliity" is a separate thing from MoA (i.e. ballistic performance). And they are both separate from skill. I can see that to an extent. And I agree most of hit mods in GURPS seem to relate to the latter than the former (examples of the former being a gun being fitted to user, collimater sight, Laser sight etc). Some are both of course longer barrels can improve ballistics and sighting. Its an intersteing one in terms of applying it in GURPS (I think it's basully a situation where three limiting fctaors can apply/compete in different ways in different situations), maybe we should continue at Varyon's new thread Last edited by Tomsdad; 05-16-2016 at 12:32 AM. |
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high tech, musketry, realism, tactical shooting |
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