03-17-2023, 01:18 PM | #11 | |
Join Date: Jun 2013
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Re: Reality testing firearm rules
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And, yes, the nature of GURPS is that it has breakpoints, and these can lead to situations like the above. But breakpoints are necessary to keep the game playable, and typically you aren't going to run into issues with them unless someone is explicitly trying to break things in this fashion. Now, there's a deeper issue here, in that projectiles that actually take a bit of time to hit the target have more issues due to lateral movement than do hitscan weapons (where the issue is simply tracking the fast-moving target, not successfully aiming in front of it to account for the time the projectile takes to reach the target), but in general GURPS simply treats all ranged weapons as hitscan for simplicity.
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GURPS Overhaul |
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03-17-2023, 01:40 PM | #12 | |
Join Date: Aug 2007
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Re: Reality testing firearm rules
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100 yards would be huge for the Melee/Wizard arena combat that was Gurps birthplace (through the Fantasy Trip going on to Man-to-Man). 100 mph would also be huge but for a game that's trying to handle modern military combat 100 yards is the next thing to knifefighting range. Meanwhiel 100 mph is next to impossible for ground vehicles but near the minimum for air vehicles. <shakes head>Arena scale just isn't going to cut it any more
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Fred Brackin |
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03-17-2023, 02:33 PM | #13 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Reality testing firearm rules
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The gun I know how to shoot is a shotgun, which is usually fired against moving targets. There is a HUGE difference in difficulty between shooting at a machine thrown target (standard), a target thrown by hand (harder), and game (much harder). Its also easier to hit once you've "warmed up", another range condition. So yeah, the range is useful practice, but doesn't match actual conditions.
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03-17-2023, 04:20 PM | #14 | ||
Join Date: Jun 2022
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Re: Reality testing firearm rules
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So far I've just sighed and tried to ignore it, it's a fiddly bit that might just be "below granularity". |
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03-17-2023, 06:24 PM | #15 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Reality testing firearm rules
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Tracking The basic way aiming works tends to follow Fitt's Law, which models target selection as starting at an distance from the target (as it was originally for designing control panels, that distance would be based on the size of the control panel), and then the user makes a series of corrections, each of which halves the error. However, when the target is moving, a new error is introduced every time you do a correction, meaning total error asymptotically approaches a limit of (target velocity) * (correction cycle time) (this can be thought of as an application of the Steering Law). There are some options for compensating when the target's velocity is highly predictable, but most combat interesting targets don't have highly predictable movement. High skill can probably be assumed to reduce the length of a correction cycle, so a general formula would be something like (Skill) + (Size Modifier) + (Speed Modifier) + (K). In addition, most braces are not designed for easy tracking, so you would expect to lose any bonus for a brace. Something like a weapon stabilization system would still function, however. Leading the Target Against a moving target, you have to lead the target by (target speed) * (range to target) / (projectile speed). This leads to two problems:
Note that projectile drop has the same issues as leading a moving target, except the effective target velocity is G * travel time / 2. |
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03-17-2023, 08:04 PM | #16 | |
Join Date: Aug 2007
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Re: Reality testing firearm rules
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Fred Brackin |
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03-17-2023, 08:12 PM | #17 | |
Join Date: Jul 2008
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Re: Reality testing firearm rules
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It's equally true that something at 10.1 yards has the same penalty stationary or moving at 4.9 yards per second. There are problems, but the scaling is the part of that that doesn't have a problem.
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03-17-2023, 08:48 PM | #18 |
Join Date: Aug 2007
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Re: Reality testing firearm rules
The part where I said that 100 yards is not a long distance for rifle fire but even 50 yards per second is a very high speed for ground combat. Then 50 yards per second at a distance of 100 yards would make accurate rifle fire far more difficult than if the target was unmoving ...... except that it wouldn't be by RAW.
If the system breaks that easily maybe it should be fixed.
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Fred Brackin |
03-17-2023, 10:48 PM | #19 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Reality testing firearm rules
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03-17-2023, 11:29 PM | #20 | |
Join Date: Jul 2008
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Re: Reality testing firearm rules
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But certainly I agree that a crossing target and even more so a fast-crossing target (and 22.5 degrees per second is pretty fast) should be a more serious problem for a human-like shooter than it is.
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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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