Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 06-30-2022, 11:37 AM   #8
Varyon
 
Join Date: Jun 2013
Default Re: Turn of Combat Reformulated - Velocity

Quote:
Originally Posted by KarlKost View Post
Honestly, if this is done into a program, the only inconvenience is having to put the Velocities into it. Since all speeds will be a function of "ticks", anything faster or slower would simply increase or decrease the amount of ticks, which the program would automatically adjust; that would include Rapid Fire, so in the example of my Fighter E above with 4.004 "ticks" per action, lets assume that some Rapid Fire weapon is 10x faster than a punch, then his ticks acount would drop to 400.4

Ideally, this would all be invisible to users, you would just place your Velocity, than there would be a buttom for each different action - so for instance, if a Swing gives +10% in speed (meaning it's slower), my example above would go from 4.004 to 4404.4 ticks for the next action, which the program would calculate automatically, adding that value for the next roll of action of the player or NPC; if it's a Rapid Fire, the player will just press the "Rapid Fire" buttom and his tick count will be added by the system on rounds of 400,4 each (meaning the player would should 10 times before any other act).

The only problem I always had is that I dont know programming :)
The issue with rapid fire weapons in a system like this is that, by its nature, you're breaking things up into fractions of a second, meaning each bullet fired should be its own action... but realistically, rapid firing a weapon and firing a weapon a single shot at a time are two very different actions. But it's not right to have someone fire a full second's worth of bullets in a single instant (if you have a foe who gets to act 40 times in a second, and you're shooting at him with a weapon that has RoF 10, he should get four actions per bullet that is fired, rather than getting 10 actions, then having a barrage of bullets come at him, and then taking his remaining 30 actions). So how do you handle it? That's the sticking point I couldn't really get past. Having the character roll once for all the bullets that second when he starts firing (like with the GURPS default) either means other characters' actions during the turn have no influence (making it function as though all the shots were fired in an instant) or they have too much influence (as the firer can't adapt to what their doing, like a real shooter - particularly one with good reflexes - could). Assessing each shot as it happens either gives the shooter too much control (they're basically shooting as though they hadn't just let loose a bullet a fraction of a second ago) or too little (you'd need to use mounting penalties based on Rcl to avoid the shooter having too much control, but those rapidly get to the point where the shooter might as well be shooting at the moon). If you've got a good solution to that, I'd love to hear it.
__________________
GURPS Overhaul
Varyon is online now   Reply With Quote
 

Tags
combat, speed, speedsters, turn order, turn sequence

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 03:36 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.