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Old 06-30-2022, 01:29 PM   #11
KarlKost
 
Join Date: Mar 2017
Location: Brazil
Default Re: Turn of Combat Reformulated - Velocity

Quote:
Originally Posted by Varyon View Post
If he starts 20 yards away, sure. But guns can be used from much further away than 20 yards. Someone who is 40x faster than a normal human would move at a rate of 200 yards per second, which is impressive... but there's only 0.1 seconds between bullets.
Someone that moves 40x times faster than an average human - which would be V400 (which would also cost 24.000CP such as is by the way) would perform 1 action every 0.025s. That's 4x times than each bullet leaves the gun. This means that, in the inbetween of one bullet and the next, such person would have acted 4 times. If he has a mere average human HT (10), his Basic Move would be 5, meaning that should he decide to use all those actions just to move, he would've covered 20 yards (roughly 20 meters) before the second bullet left the gun IN ANY DIRECTION. So, unless you're stupid enough to just simply dive in front of the weapon, even if you're 1 km away (or 1 mile) that wouldnt be a problem since you're effectively impossible to follow; not to mention that you'd get a bonus of +390 to your dodge (as long as you can be aware of the attack of course), so the only way to be hit would be A.) Running straight foward in exact the direction from which the fast moving objects are comming from and B.) Rolling a critical failure at the Dodge roll.


Quote:
Originally Posted by Varyon View Post
Due to the way things are constructed here, a normal V10 character who happens to be next in the initiative order can easily get an action before more than one or two bullets have been fired. How do you handle that? It's not realistic that such a normal character would be able to cover a full 5 yards (his Move) and dive behind cover after only a single bullet has been fired. Also, if a target does move, does the shooter have the option of tracking them, or are they stuck shooting where the target used to be? In the latter case, a normal human can get out of the way of the bulk of a burst of fire simply by taking a Step, if he or she is lucky enough to be right behind the shooter in the initiative order.
Yes, I probably forgot to explain this part. You start your action by the beggining of your tick acount, but only finish it by the start of the next.

As an hypothetical example: assume we have 2 fighters, the first that has a tick account (after all the math done by the app) of 300, and the second with a tick of 200.

So, obviously the one with 200 ticks will act 1.5 faster. So let's see:

A 200 ticks (starts 1st action)
B 300 ticks (starts 1st action)
A 400 (concludes 1st action and starts 2sd)
A 600 (concludes 2sd ction, starts 3rd), B 600 (concludes 1st action, starts 2sd)

This means that, at 400 ticks, Fighter A can actually "interrupt" the Fighter B action midway (with a knockback from a punch, for instance), BEFORE Fighter B have actually had time to conclude it.

Imagine me or yourself fighting Bruce Lee. We start a good punch on his face when BAM! We dont even finish the movement of our arms because he hit us in the face and we lose our balance, tripping behind. Our arm never even got near his face. It would play just like I described for the example above - which would be EXACTLY a fight between a V10 average human and a V15 human max, the V15 would hit us once (lets assume he misses this time, just so we a chance), we start our movement towards his face, but midway to reach it, the Martial Artist hit us again BEFORE we reach his face (and probably knocking us down with a broken jaw)
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combat, speed, speedsters, turn order, turn sequence


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