07-25-2014, 11:22 AM | #31 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Tweaking weapons and Armour for Space opera:
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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07-25-2014, 11:36 AM | #32 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Tweaking weapons and Armour for Space opera:
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Actually, it may be worth noting that lasers cannot benefit from active sensor targeting. |
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07-25-2014, 09:09 PM | #33 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: Tweaking weapons and Armour for Space opera:
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Also - image stabilization is good at any range. It makes it easier to aim and hold the weapon steady, which is as good for zapping close small things as distant things. Luke |
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07-25-2014, 10:16 PM | #34 | |
Join Date: Jan 2010
Location: Los Angeles County
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Re: Tweaking weapons and Armour for Space opera:
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Yeah that does seem quite useful (heck, even I can see that coming in handy in ARMA). I don't know much about image stabilization. How does it distinguish between intentional jerks to stay on, say, a moving target and unintentional hand shake? |
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07-25-2014, 10:22 PM | #35 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: Tweaking weapons and Armour for Space opera:
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Luke |
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07-25-2014, 10:36 PM | #36 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Tweaking weapons and Armour for Space opera:
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The issue is ANY weapon that is controlled by pointing it and pulling a trigger having a Gurps accuracy of 12 in the short range case. With skill 10 one second of aiming lets a shooter hit clay pigeons as though he were using a shot gun. and thats with out allowing rapid fire. There is a point were stabilizing your weapon and hand eye coordination is more important than the aiming apperatus and where one second no longer is sufficient. I'm just wondering where that point is.
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07-26-2014, 12:46 AM | #37 | |||
Join Date: Jan 2010
Location: Los Angeles County
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Re: Tweaking weapons and Armour for Space opera:
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Use Steam? Check out the GURPS Fan Club! Melissa - Lost in Dreams - World jumping engineering student. Greg - Day 1 - SFX expert, single father, and zombie outbreak survivor. Last edited by MatthewVilter; 07-26-2014 at 12:51 AM. Reason: not double posting |
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07-26-2014, 01:08 AM | #38 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Tweaking weapons and Armour for Space opera:
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Or, to put it another way, maximum Effective Skill Level (after all bonuses and penalties) should cannot exceed Base Skill Level + RoF Bonus +/- Size Modifier.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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07-26-2014, 08:31 AM | #39 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: Tweaking weapons and Armour for Space opera:
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Luke |
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07-26-2014, 09:11 AM | #40 | |
Join Date: Jan 2010
Location: Los Angeles County
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Re: Tweaking weapons and Armour for Space opera:
Quote:
You have convinced me that laser weapons should have significant advantages at short range but not that all of the problems with hitting small things are the same as all of the problems with hitting far away things... Small angular deviation is necessary in both cases but considering how many potentially ruinous factors come up when shooting at long range I feel that there has to be more going on with range and size penalties. Laser weapons are very much an edge case for GURPS' ranged combat rules... |
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