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Old 02-23-2012, 01:07 PM   #1
d_ns
 
Join Date: Jan 2012
Default Spaceships and ROF

Seems all I ever do is post odd questions about the rules in Spaceships here...

Bottom of p.57, all identical fixed mount weapons in the same battery may be fired simultaneously - multiply ROF by the number of fixed mounts.

If you're talking about a weapon that is already VRF, flining out 200 20mm shells at a time, is there really any benefit, other than reduced number of rolls, to doing so? Or have I just reached the point at which the default GURPS ROF rules begin to lose their flavor?
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Old 02-23-2012, 01:38 PM   #2
Ulzgoroth
 
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Default Re: Spaceships and ROF

Quote:
Originally Posted by d_ns View Post
Seems all I ever do is post odd questions about the rules in Spaceships here...

Bottom of p.57, all identical fixed mount weapons in the same battery may be fired simultaneously - multiply ROF by the number of fixed mounts.

If you're talking about a weapon that is already VRF, flining out 200 20mm shells at a time, is there really any benefit, other than reduced number of rolls, to doing so? Or have I just reached the point at which the default GURPS ROF rules begin to lose their flavor?
Adding together RoF is almost always disadvantageous, compared to firing the same number of shots as more attacks at the same base skill level.

The one advantage of a combined volley is that it allows a single gunner to fire more weapons. You can only make one attack per gunner after all.
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Old 02-23-2012, 02:11 PM   #3
d_ns
 
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Default Re: Spaceships and ROF

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Originally Posted by Ulzgoroth View Post
The one advantage of a combined volley is that it allows a single gunner to fire more weapons. You can only make one attack per gunner after all.
Searching my PDFs mentions that the gunner can be a computer - does that imply only an AI of some level, or can you slave point defense guns to computer/sensor combo and let them do the shooting?
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Old 02-23-2012, 02:28 PM   #4
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Default Re: Spaceships and ROF

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Originally Posted by Ulzgoroth View Post
Adding together RoF is almost always disadvantageous, compared to firing the same number of shots as more attacks at the same base skill level.

The one advantage of a combined volley is that it allows a single gunner to fire more weapons. You can only make one attack per gunner after all.
The one exception to this is when your skill for that shot is dangerously low (due to range, ECM, etc)- since large bursts get a higher bonus to effective skill it can turn a 7 to a 9 or a 9 to an 11 to fire all at once, which can be huge in terms of the 3d6 bell curve.
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Old 02-23-2012, 02:33 PM   #5
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Default Re: Spaceships and ROF

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Originally Posted by d_ns View Post
Searching my PDFs mentions that the gunner can be a computer - does that imply only an AI of some level, or can you slave point defense guns to computer/sensor combo and let them do the shooting?
An AI, essentially. It's meaningless systemwise for something with no defined level in the applicable skill to be doing the shooting, after all.

Logically, it should be possible to have a very low intelligence and low complexity gunner program. The rules as they are would suggest modeling that as a sub-sapient, dedicated AI, though you could make up a non-character program that does the job at some specified skill level.

If your setting permits you to load a bunch of low-complexity but accurate gunnery AIs into your ship's network, you'll probably want to do so and have little use (or space) for human weapon operators.
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The one exception to this is when your skill for that shot is dangerously low (due to range, ECM, etc)- since large bursts get a higher bonus to effective skill it can turn a 7 to a 9 or a 9 to an 11 to fire all at once, which can be huge in terms of the 3d6 bell curve.
I think you may need to go lower than you realize. +2 RoF modifier roughly corresponds to 4x as many shots, right? 4 rolls at 9 has a much better chance of landing at success than one roll at 11, though I'm not sure right off how they compare on expected number of hits.
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Last edited by Ulzgoroth; 02-23-2012 at 02:37 PM.
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Old 02-23-2012, 02:44 PM   #6
d_ns
 
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Default Re: Spaceships and ROF

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Originally Posted by Ulzgoroth View Post
If your setting permits you to load a bunch of low-complexity but accurate gunnery AIs into your ship's network, you'll probably want to do so and have little use (or space) for human weapon operators.
So old school Traveller, with their targeting programs, would be one example of this, I'm guessing.

Quote:
I think you may need to go lower than you realize. +2 RoF modifier roughly corresponds to 4x as many shots, right? 4 rolls at 9 has a much better chance of landing at success than one roll at 11, though I'm not sure right off how they compare on expected number of hits.
+1 ROF = 2x the ammo expendature, so we're looking at losing ground when 6- becomes 7- (9.3 and 16.2% respectively).
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Old 02-23-2012, 03:08 PM   #7
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Default Re: Spaceships and ROF

You could house-rule that RoF gets divided by 100, minimum 1, when determining how many shots hit due to recoil.
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Old 02-23-2012, 03:11 PM   #8
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You could house-rule that RoF gets divided by 100, minimum 1, when determining how many shots hit due to recoil.
I'm not sure exactly what you're suggesting here, but it sounds very strange.
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Old 02-23-2012, 03:16 PM   #9
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Default Re: Spaceships and ROF

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I'm not sure exactly what you're suggesting here, but it sounds very strange.
If you wanted a more cinematic game where more bullets hit for high RoF guns, figure out how many bullets hit per recoil interval by dividing RoF by n.

In the example I gave, n = 100. So, if you have an ROF 500 gun, divide the ROF by 100 and get 5. Let's say this same gun has a recoil of 2. So, for every +2 you made the roll by, 5 bullets would hit, instead of 1.

Change n to change flavor. 100 will give you mostly-realistic, and some might argue moreso, for truly insane RoF. If you change n to, say, 20, this makes it so that master marksmen can hit with nearly all the bullets of nearly any gun if they get critical successes.
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Old 02-23-2012, 03:19 PM   #10
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Default Re: Spaceships and ROF

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Originally Posted by Ulzgoroth View Post
I'm not sure exactly what you're suggesting here, but it sounds very strange.
What he's suggesting is that, for spaceships with RoF over 100, you multiply the Margin of Success by RoF/100 to determine number of hits. In other words, RoF 200 gives 2 hits per MoS/Rcl, RoF 300 gives 3 hits per MoS/Rcl, etc. If doing this, I'd also cap the Rapid Fire to-hit bonus at RoF 100. Otherwise, you'd have effective hit rate go up at RoF 200+.
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