[UT] Gun Generator v0.3
IT LIVES!!!!
Yes, guys, gals, and nonbinary pals, this is v0.3 to the GURPS Gun Generator I posted nearly TEN YEARS AGO. My how the time flies. Anyway (for those of you who have been around long enough to remember), I am much happier with the extended nuance of this iteration. I have yet to settle on modifiers for smoothbore weapons and those that use preloaded barrels, but this does recreate ~90% of TL9 Conventional Guns with a degree of accuracy I’m pretty proud of. Of course, it’s all the guns it makes that aren’t in UltraTech that I’m excited about. Immense thanks goes out to David Pulver (primarily for his work in Vehicles 3e and Pyramid 3/37: Tech and Toys II), The_Ryujin (for insights gleaned concerning ST from his GURB Ultra-Tech Quickie: More Blaster and Laser Design System Tweaks), and the astounding Christopher Rice (for inspiring me to dust this off after seeing the majesty that is GURPS Metatech). Without further ado, happy shooting. Jinumon Quote:
|
Re: [UT] Gun Generator v0.3
Continued...
Quote:
|
Re: [UT] Gun Generator v0.3
Query: What modifications would be needed for:
- Electromagnetic/Gauss weapons? - Revolvers? - Very Low Power rounds (see: flare guns, shotguns, various grenade launchers)? Overall, though, I like what you've done. I need to crunch numbers for a few cyberpunk pistols, though. |
Re: [UT] Gun Generator v0.3
Quote:
Revolvers would take some fiddling but should be relatively simple (I hope). Same with Very Low Power, though I'll point out that Vehicles 3e seems to indicate that pistols and shotguns use the same Relative Power level (Low, in this instance). Not sure if the math bears out there yet or if that piece of info is considered out-of-date. I'll play with the numbers and let you know. Jinumon |
Re: [UT] Gun Generator v0.3
Quote:
Railguns are going to be simpler and lighter (and cheaper) for a given output but have crap barrel life (making them better for guns that are going to have low barrel lives even with normal guns like Tank guns and artillery). They're also going to be much loader and have a significant muzzle flash. For revolvers, if its a convectional gun remember that the chamber is basically the chamber so it's basically a magazine that has to be strong enough to handle the firing force of the weapon. A good place to start is to look up the weight of the cylinder of different revolvers and divide their weight by bullet they fires WPS, number of rounds it holds and the muzzle energy of the weapon and see if any trends emerge. If the weapons is a EM revolver then the cylinder is just a stylistic magazine. |
Re: [UT] Gun Generator v0.3
I absolutely love this system, and it's created a lot of "feels right" results for me through a lot of use over the last few weeks.
I was wondering whether you saw this from David Pulver - is this taken into account in the system? Figured I'd flag it just in case, I guess the L/D ratio is the equivalent of the "Relative Power" stat? Quote:
I'm curious if you've tried working out things like Shotguns/Gyrocs etc. (though Gyrocs are admittedly an entirely different class of weapon). Quote:
As I recall, there was some comment (can't remember if it came from Pulver himself) that the anti-materiel rifle should have been LC2 - I've tended to reduce the LC of weapons with "very high power" with this system by an additional -1. |
Re: [UT] Gun Generator v0.3
I thought people who are interested in this thread might be interested in this playtesting!
Call for Playtesters: GURPS Guns |
Re: [UT] Gun Generator v0.3
Quote:
... I need to give this system a proper readthrough before I have anything really worth saying. One thing I will note is that I'm leery of how the Barrel Multiplier factors into the damage. With the gun design system from VDS, damage roughly scaled linearly with absolute barrel length (it was essentially BorexLength, but Length was in multiples of Bore and was only available in a few distinct sizes rather than being able to be arbitrarily set, which concealed the linear relationship). Of course, that assumed the propellant was always scaled to be optimal for that weapon's barrel length, while it sounds like yours may be essentially using the same ammunition for any, say, 9.11 Medium Power firearm, regardless of barrel length. |
Re: [UT] Gun Generator v0.3
Quote:
|
Re: [UT] Gun Generator v0.3
Quote:
Just in case, I should probably say again that this playtest isn't for any kind of "GURPS Gun Design". You don't start from scratch and design a pistol as you can with the system in this thread. You start with real-world numbers and get out GURPS stats that should be reasonably consistent with the stats already in High-Tech etc.. |
Re: [UT] Gun Generator v0.3
Quote:
... To actually add something to the discussion, I wanted to look at three of the things I've struggled with for my own design attempts - ST, Bulk, and Rcl. For ST, it looks like you basically have it scaling roughly with the square root of ST for pistols, the fifth root of ST for rifles, and the third root of ST for cannon. I'm curious as to why you opted for this. For my own, I just went with ST = 5*(Weight)^0.5, and had rifles (which are two-handed) use 2/3 normal weight, as is typical for two-handed weapons. For Bulk, your length-based numbers almost match the Size and Speed/Range Table, but are a bit off. Why did you opt for these cutoffs instead of SSR? Does it simply match better with existing weapons? For my own, I put a 200 mm overall length at -1, 300 at -2, 500 at -3, etc, with in-between values rounding up, as is standard for SSR. Finally, for Rcl, I'm simply curious where you came up with your equation from. For my own... I pretty much had no idea where to start, so I just set the most powerful weapons - those with a muzzle velocity of 320 m/s (the speed limit for my gear rifles) - to have Rcl 5 and had Rcl scale linearly with muzzle velocity (which worked out to Rcl=V/64). I think I like your suggestion better. |
| All times are GMT -6. The time now is 01:30 PM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.