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#1 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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#2 | |
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Join Date: Dec 2013
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The ballistics-simulator-with-tabletop-roleplaying-applications Phoenix Command has a number of factors that determine the final to-hit chance of an attack, primarily:
In GURPS-y terms, this is broadly min(Skill + modifiers - SM, MOA, X+Y)+SM, where X is the lead estimation error and Y is the erratic target error. Conveniently, the physical effects this models are such that X is calculated using the logarithm of target speed and projectile time of flight: in other words, the standard Speed modifiers can be used in a calculation with this level of detail. Quote:
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#3 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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#4 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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I found a way to model that using a series applications of a logarithmic scale for almost everything, but that project's first steps went so far as to no longer be GURPS at all. But at least the issue of turn scale and RoF bonus interactions seems solved in my project.
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#5 |
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Join Date: Aug 2008
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Vicky, you make the assumption that shots fired approximate a uniform distribution, which is not the case. They will be clustered more densely around the actual target and become less dense as you look further out. So the size of the target won't have a quadraric effect on hit chance.
Let's assume a normal distribution of distance from bullseye with a standard deviation of 1 unit. If the target is 1 unit radius, the shooter has about a 68% chance of hitting. If we double the target's radius, he now has a 95% chance of hit. Adding another 1 unit to radius increases his odds of hit to 99.8%. He'll never hit 100%. Now that addresses target size. Distance effects I'm not sure of. It would definitely increase the standard deviation of the final spread, but at what rate, I don't know. The shooter's own ability to be on target plus the effects of atmospheric conditions would be factors, though.
__________________
Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. |
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#6 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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#7 |
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Join Date: May 2005
Location: Oz
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It's a bivariate normal, so the chi-squared distribution simplifies to an exponential distribution. In the general case the pattern is ellipsoidal, but assuming that the vertical and horizontal dispersions are uncorrelated and have the same variance you get the result that the chance id a given hit falling more than a distance from the centre of the pattern falls off exponentially with the distance.
__________________
Decay is inherent in all composite things. Nod head. Get treat. |
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#8 | |
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Join Date: Dec 2013
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Code:
P(Hit) = 1 - exp((2σ/x)^-2) Often we'll want to decompose σ into two parts: the angular dispersion α and the range r, or in other words: Code:
P(Hit) = 1 - exp((2αr/x)^-2) Code:
A = ln(αr/x) = ln(α) +ln(r) + ln(1/x) P(Hit) = 1 - exp((2*exp(A))^-2) Where things get tricky is when we want to be more accurate about σ. |
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#9 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Also, the derivation of Y, erratic target error, is of high interest for any combat system. |
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#10 | ||
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Join Date: Dec 2013
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Quote:
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This is also, conveniently, a way to make it so that weapons that can be aimed accurately aren't necessarily fast to aim. |
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| Tags |
| range, ranged combat, reality check, size, ssrt |
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