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-   -   should a "Ricochet" attack using boomerang be possible in realistic games? how hard? (https://forums.sjgames.com/showthread.php?t=177944)

kenclary 02-12-2022 07:24 AM

Re: should a "Ricochet" attack using boomerang be possible in realistic games? how ha
 
Quote:

Originally Posted by WingedKagouti (Post 2416235)
A realistic game would not have a character with 30+ skill.

Nor is any interpretation of Batman realistic.

kenclary 02-12-2022 07:50 AM

Re: should a "Ricochet" attack using boomerang be possible in realistic games? how ha
 
If the question is not about realism, but about how one could model such a thing via obscene skill levels...

Call it -10 per bounce.

Anthony 02-12-2022 12:00 PM

Re: should a "Ricochet" attack using boomerang be possible in realistic games? how ha
 
Quote:

Originally Posted by Plane (Post 2416224)
Since it's not truly random and since skill has no upper limit in GURPS seems like it's just a matter of the proper penalties. You and I can't conceive of planning the aerodynamics because we're not skill 40+ ultradetectives

Target motion in the time between throw and impact is sufficient to render it random, and skill cannot compensate for that. Also, there isn't any solution where the batarang keeps spinning in a normal way after the first impact.

Plane 02-12-2022 03:36 PM

Re: should a "Ricochet" attack using boomerang be possible in realistic games? how ha
 
Quote:

Originally Posted by Anthony (Post 2416273)
Target motion in the time between throw and impact is sufficient to render it random, and skill cannot compensate for that.

Why not? Skill involves leading/predicting foes who move evasively.

Quote:

Originally Posted by Anthony (Post 2416273)
Also, there isn't any solution where the batarang keeps spinning in a normal way after the first impact.

I agree, the spin won't be the same or normal, the issue is if it could be thrown hard enough that despite this it retains enough force to make the 2nd guy wince in pain and drop his gun

Anthony 02-12-2022 05:28 PM

Re: should a "Ricochet" attack using boomerang be possible in realistic games? how ha
 
Quote:

Originally Posted by Plane (Post 2416318)
Why not? Skill involves leading/predicting foes who move evasively.

There's a difference between 'evasion' and 'random motion'. The problem is that we're in a chaotic regime so an error in target position of a millimeter means you miss the second target by meters. Given a gun being held in a bench rest and a computerized launcher and you're still going to get pretty much random results.

Plane 02-13-2022 12:56 AM

Re: should a "Ricochet" attack using boomerang be possible in realistic games? how ha
 
Quote:

Originally Posted by Anthony (Post 2416333)
an error in target position of a millimeter means you miss the second target by meters. Given a gun being held in a bench rest and a computerized launcher and you're still going to get pretty much random results.

This sounds a lot like sniping and adapting the speed/range table

Farmer 02-13-2022 01:35 AM

Re: should a "Ricochet" attack using boomerang be possible in realistic games? how ha
 
Quote:

Originally Posted by Plane (Post 2416380)
This sounds a lot like sniping and adapting the speed/range table

You asked if it was realistically possible. It's not. If you want to bring in cinematic factors to enable it then go ahead. But it's not realistic, for all the reasons already given by numerous people. It's cinematic, and absolutely fine in that context,

The aerodynamics of a bullet are nothing like a boomerang.

Anthony 02-13-2022 03:00 AM

Re: should a "Ricochet" attack using boomerang be possible in realistic games? how ha
 
Quote:

Originally Posted by Plane (Post 2416380)
This sounds a lot like sniping and adapting the speed/range table

Sniping also has the problem that it's impossible to compensate for unpredictable target motion after the bullet has left the gun, though GURPS doesn't do a particularly good job of implementing that.

sir_pudding 02-13-2022 01:49 PM

Re: should a "Ricochet" attack using boomerang be possible in realistic games? how ha
 
Quote:

Originally Posted by Anthony (Post 2416390)
Sniping also has the problem that it's impossible to compensate for unpredictable target motion after the bullet has left the gun, though GURPS doesn't do a particularly good job of implementing that.

There's the long range shots rule in Tactical Shooting.

Plane 02-13-2022 02:41 PM

Re: should a "Ricochet" attack using boomerang be possible in realistic games? how ha
 
Quote:

Originally Posted by sir_pudding (Post 2416434)
There's the long range shots rule in Tactical Shooting.

so this makes it harder accounting for bullet delay?

there's less in the way of batarang delay though


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