Re: Melding Beam Weapons and Guns
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Re: Melding Beam Weapons and Guns
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Of course, I'm far from a physicist, so take the above with an appropriate quantity of salt. |
Re: Melding Beam Weapons and Guns
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On the other, depending on the technology and spectrum of the flash it might manage to cause much more heating at the output for a given energy, due to putting a lot of energy into wavelengths that are absorbed either by the window or very quickly in air. I don't think it matters much how concentrated the light is at the emitter unless it's so concentrated it's flashing the air to plasma or something. So long as you're not doing something like that, the same energy more spread out would produce less pressure, but only in proportion to the increased area. So it would yield the same produced force. (To a really basic approximation.) |
Re: Melding Beam Weapons and Guns
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Laser sights (ie did I get a bead on the guy or not) are an interesting consideration since unlike pure-vision aiming there is an observable indication that someone's being aimed at. There's clearly incentive though: if attacker observes the laser dot then they know their aim is good and can remain stable and attack. Cole has DX-based gun roles for aiming because I believe that reflects actually lifting the arm and leveling the weapon at the target in preparation. Aiming clearly has a vision component (hand-eye coordination) but then so does a lot of DX stuff, we have vision penalties apply to DX as well as Per. Would be kinda cool if there was some way to have good perception benefit this (or bad perception detract), like being a setup skill, similar to how in "Dodge This" Cole had a Vision check before making active defenses. Actually seems strange when I look at defaults how guns all seem to be DX-4 while Throwing is DX-3. I get that throwing is a much more instinctive skill but pointing something in a direction still seems like an easier skill... It's not an issue close-up as guns alone can take the +4/+4 for AOA:Determined / Telegraphic Attack at melee ranges while throwing weapons can't, while at long ranges, throwing weapons incur range penalties sooner... but you still have the weirdness at long range that I can somehow aim better whipping a baseball than with a gun. Actually maybe that's what Acc does because throwing weapons lack Acc? Not aiming means not enjoying the Acc so you're just snap-shotting in which case I could see how guns could fall behind snap-throws. As for how people aim so well with a laser pointer... given that it's a continuous beam I'm wondering if maybe we should treat that as having some kind of insanely high ROF (like 300+) so that there's just a huge bonus from that? That could also explain how you could swipe a laser pointer across a room and in theory blind a dozen guys... although there should probably be something in regard to "exposure time" to light needed to do damage to retina. |
Re: Melding Beam Weapons and Guns
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Re: Melding Beam Weapons and Guns
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10 seconds is mentioned between1 and 5 milliwatts, so the 1/10 second (that's 1/100 the time) I'm guessing is near 5 watts, which would be 1000x the power? One mitigating factor would probably be a blink reflex: you just naturally tend to close your eye (or even raise an arm to block your face) when a bright light is shone in it. Requiring 1/10 a second sounds like you could blind a maximum of 10 eyes in a single second, so RoF 10: but probably less since you're not immediately going from one eye to the next: you're "missing shots" in your ROF as you put the laser on intermediary places... An alternative to ROF 10 though (which assumes a single shot will blind) would be doing something like ROF 100 and then saying TEN shots is needed to blind. Damage somehow accrues and must build up quickly I would assume? Or would taking 0.01 second increments an hour/day apart eventually lead to the blinding damage 0.1 second would induce? |
Re: Melding Beam Weapons and Guns
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Re: Melding Beam Weapons and Guns
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