03-23-2016, 12:45 PM | #91 | |||
Join Date: Jul 2008
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Re: Dodgin' Bullets
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True predictive shooting should work against either reactive dodging (which theoretically requires the target to be able to see the attack, though this is rarely well-addressed) or evasive movement at sufficiently close range that it's actually possible to make useful predictions. (You could also have a special ability-based variation for characters who have precognition/telepathy/superior theory of mind allowing them to predict movements of a target without conventional cues.) Quote:
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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03-23-2016, 01:13 PM | #92 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Dodgin' Bullets
Missing with hitscan weapons in FPS games argues against this, though a lot of that has to do with simply not being in an attackable location for long enough for the attacker to aim.
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03-23-2016, 01:19 PM | #93 | |
Join Date: Jul 2008
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Re: Dodgin' Bullets
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A lot of FPS games these days, even if the weapons are hit-scan, are not altogether free-pointing. Also, in online gaming, your reaction times are often significantly and deceptively extended by network lag...
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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03-23-2016, 01:37 PM | #94 | |||
Join Date: Jun 2013
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Re: Dodgin' Bullets
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guns, tactical shooting |
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