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Old 11-19-2019, 03:02 PM   #18
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Bullet flight time conventions

Quote:
Originally Posted by Joseph Paul View Post
Problems I see with rifle sized homing are that they stop accelerating once they leave the barrel - they are on a glide path with a steadily shrinking area they can reach.
This is true, but I think 'glide path' isn't really the best way to think about something that's only up for a handful of seconds.

Also, steadily shrinking area it can reach applies in much the same way to high-speed missiles. Even ignoring the eventual exhaustion of their propulsion, they (like a smart bullet) will inescapably overshoot the target. As the remaining range to the target decreases, so does the space the missile can maneuver into before such maneuvering becomes irrelevant.
Quote:
Originally Posted by Joseph Paul View Post
These rules for time of flight and how hard a round can turn have to deal with more than paltry humans - various vehicles, powered armor with Superjump, Supers with enhanced move, Teleporters, magic (hello Wanda!). It pays to ask the questions and nail down how it works and of course it is GURPS so it can work lots of ways. I am just skeptical of some of them. :)
Teleporters and some kinds of magic would probably make the seeker lose track of the target. At which point if it's not a lot smarter than I'd expect in a bullet-sized package it probably will either fly dumb or attack something that was right next to the target when it disappeared.
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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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