02-25-2016, 06:55 AM | #41 | |
Join Date: Jul 2008
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Re: Reality-testing / Playtesting the Guns Default . . .
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I just can't see any way to justify it providing a clear bonus to shots at longer ranges and nothing to shots at closer ranges. If it was structured so that it gradually phased in over distance to make sure adjusted skill monotonically decreased as range increased, something could work in that direction...
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02-25-2016, 06:59 AM | #42 | |
Join Date: Sep 2004
Location: Canada
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Re: Reality-testing / Playtesting the Guns Default . . .
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02-25-2016, 07:13 AM | #43 | |
Join Date: Jan 2010
Location: Brighton
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Re: Reality-testing / Playtesting the Guns Default . . .
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Or put it this way I'm guessing knowing the exact range when shooting at 50 yard target with a bow and arrow is going to give you more benefit than with a high velocity rifle firing a light projectile. But at this point were talking about different Acc ratings for different weapons ate different range and precise range bonuses applying at different amount at different ranges as well. A lot of this is abstracted just into different Acc ratings for different weapons and a blanket +1/+3 bonus. But I guess the reality is a long bow with Acc2 and pistol with Acc2 are accurate in different ways and situations |
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02-25-2016, 07:30 AM | #44 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Reality-testing / Playtesting the Guns Default . . .
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The standards for passing a rifle or handgun course in the military or police are often such that even with hefty TDM bonuses for easier conditions than combat, it calls for skill 12 or so in GURPS terms. And it usually only takes a few days to teach recruits to shoot that well at paper. There are shooting tasks that are genuinely difficult, such as long-range marksmanship or the kind of millimeter accuracy that Olympic shooting demands, but shooting at a man-sized target (even a man's head sized one) at ranges of 5-20 yards with a pistol and even up to 100-200 yards with a rifle is not mechanically difficult. I agree that this is not the same thing as shooting people in combat, but I'd argue that the extensive further training that soldiers receive is not so much about marksmanship as it is about removing Disadvantages and teaching Soldier and Tactics. If we want to get really complicated about it, we can also say that improving the default on simple tasks like aimed shots at ranges where the trajectory is flat can be done extremely quickly, but learning to judge all the factors that influence long-range shooting and/or improving muscle memory for instinctive point shooting requires much more time.
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02-25-2016, 07:37 AM | #45 | |
Join Date: Jul 2008
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Re: Reality-testing / Playtesting the Guns Default . . .
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Actually, what you would do is base it on the projectile speed you already need for the bullet travel rule. Bullet drop is a straightforward function of flight time, at least to an easy approximation. Exactly what number you get depends on how much drop you want to call negligible. 1/10 second (25 yards for pistols, 60 yards for rifles, less for bows) gets you about 5 cm, for instance, while 1/20 second (12 yards for pistols, 30 for rifles) gets you 1.2 cm. (This range scales with 1/sqrt(gravity), when that becomes relevant.)
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02-25-2016, 07:44 AM | #46 | |
Join Date: Jan 2010
Location: Brighton
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Re: Reality-testing / Playtesting the Guns Default . . .
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02-25-2016, 07:53 AM | #47 | |
Join Date: Jul 2008
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Re: Reality-testing / Playtesting the Guns Default . . .
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If you specify a drop distance threshold, that translates to a flight time threshold depending on only local gravity (you need a square root for the calculation, but that's under the hood so long as you stay at 1g), and flight time times speed is range. So, drop to speed isn't linear, but speed to point-blank range is linear. I'm not doing anything with aerodynamic effects here (couldn't if I wanted to) but for determining the point-blank range those won't matter.
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02-25-2016, 08:19 AM | #48 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Reality-testing / Playtesting the Guns Default . . .
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02-25-2016, 08:36 AM | #49 | |
Join Date: Jul 2008
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Re: Reality-testing / Playtesting the Guns Default . . .
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Hm. It's an extra complication, but what would you think of pushing the point-blank bonus as a bonus to Sighted shooting, rather than an Acc bonus?
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 02-25-2016 at 08:44 AM. |
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02-25-2016, 09:09 AM | #50 | ||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Reality-testing / Playtesting the Guns Default . . .
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I think the cinematic reality - which includes real-world guys like Delta and some HRTs - where you can just stroll through a fight in a combat crouch drilling each guy in the torso a few times does represent extreme skill. Quote:
At ranges up to Per yards (or maybe Per-based Guns?), using sighted shooting is more or less point-and-shoot. Your bonus for AoA(Determined) is +4 rather than +1; you may claim the extra +1 for braced if you have two hands on a pistol, or three points of contact with a longarm (such as two hands and a sling). For shooting at past this range, from Per-based Guns to up to 1/4 the 1/2D range for the weapon, shots taken at hit locations with no more than a -1 penalty may also claim this bonus when using All-Out Attack. Questions and comments: 1. The use of +4 rather than +1 for sighted shooting out to relatively short distances (4 points in Guns skill is DX-1 or Per-1, for 9 yds with Per-10) would vastly increase the use of AoA(Determined) in my games at distances where it should be used. 2. That distance might not be enough; I was considering increasing that distance based on the Acc of the weapon. To first order, double the weapon's Acc, look up that value on the Size table, and multiply range. Minimum multiple 1. Acc 3 (doubles to 6, look up 5, that's 2) is sight-shooting bonus doubled, so in the example above is 18 yards. So you still have to work it to shoot at 20-25 yds on the range, which matches my experience. Most people start to struggle at 15-25 yds. For a rifle, say Acc 5, that doubles to 10, which is +4. So you're looking at 36 yds as the place where you are getting AoA(Det) of +4 because you don't ahve to think about bullet movement. 3. I said "torso only" because if I think about an M16 with a carry handle, the offset from sights to barrel is pretty high. With an optic (such as a red dot) on a carry handle, that offset can be 4", which means that for most methods of sighting in, the bullet will travel upwards to the sight line by up to 4", then continue up, starting to descend again in the mid-range (maybe 70-150yds) before crossing the sight-line again several hundred yards (250-350yds, depending on particulars) downrange. So "Point and Shoot" is good for "somewhere on the torso" but not "shot through the heart" without actually knowing the range. So my gut feel would say that if we limit it to "no penalty to hit" situations, we're covering the bases well. If you're intending on taking the time to hit the head or vitals, you need to know where you're about, and know the range, hold-over, and trajectory.
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Tags |
playtesting, reality-testing, tactical shooting |
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