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#1 |
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Join Date: Jan 2012
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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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#2 | |
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Join Date: Jul 2008
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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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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#3 |
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Join Date: Jan 2012
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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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#4 | |
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Join Date: Dec 2006
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#5 | ||
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Join Date: Jul 2008
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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. 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. Last edited by Ulzgoroth; 02-23-2012 at 02:37 PM. |
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#6 | ||
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Join Date: Jan 2012
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#7 |
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Join Date: Sep 2008
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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.
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#8 |
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Join Date: Jul 2008
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I'm not sure exactly what you're suggesting here, but it sounds very strange.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#9 | |
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Join Date: Sep 2008
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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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#10 |
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Join Date: Nov 2009
Location: Oregon
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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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