Quote:
Originally Posted by Eukie
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.
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That looks like a very promising direction, but I feel confused by the function as currently posted: SM being included as a negative in one of the candidates, but as a positive outside, and the fact that X+Y seems completely non-interacting with skill level (shouldn't skilled shooters be better at estimating lead)?
Also, the derivation of Y, erratic target error, is of high interest for any combat system.