12-07-2011, 09:03 AM | #41 |
Join Date: Sep 2006
Location: Edmonton, AB, CA
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Re: Changing Rapid Fire
Why not adopt something simple for high ROF weapons, like the number of hits is equal to [Margin of Success x ROF]/[Recoilx10], round down.
I realize this doesn't jive well with the ROF bonus to hit, but that's all I've got.
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12-07-2011, 09:36 AM | #42 |
Join Date: Aug 2007
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Re: Changing Rapid Fire
Do you have any problems with my suggestion upthread?
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12-07-2011, 09:49 AM | #43 |
Join Date: Sep 2006
Location: Edmonton, AB, CA
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Re: Changing Rapid Fire
Way too complicated for my liking. Maybe if you generated a separate table for each Rcl value cross-referencing MOS and ROF to determine number of shots hit. That would speed things up immensely.
Even my suggested fix is too much math for an activity that will likely happen each round in modern combat. Unfortunately, rapid fire attacks are complicated and I don't think there is an easy solution.
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12-07-2011, 10:47 AM | #44 | ||||||||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Changing Rapid Fire
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Seriously the combat rules are completely scaled for skirmish combat between individual fighters at typical skirmish ranges. In general the rules are scaled around basically realistic people doing the sorts of things people have generally done, with hand tools and within maybe a 200x200 box. If GURPS was a function that approximated reality (or fiction) it would be a power series with a radius of "basically stuff that one person can do by themselves" and centered at "the TLn typical military recruit (or untrained tribal warrior)". Outside of that it almost always breaks down somewhere. Quote:
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Really the problem here is there needs to be rule specifically for attacking big things as area targets with weapons with ROF 5+. It should hit with more shots as a function of the weapons base accuracy and the area size but also divide penetrating damage by a function of area size. It should also create bigger breaches in structures. |
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12-07-2011, 11:31 AM | #45 | ||||
Join Date: Jul 2008
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Re: Changing Rapid Fire
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Yeah, though I think it's obvious that that's neither as intended nor a more correct model.
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12-07-2011, 11:47 AM | #46 | ||||||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Changing Rapid Fire
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If you are supposed to roll hit location for each shot, then you get equally bizzare results (not to mention way too many rolls). Why would you also hit the conning tower of that aircraft carrier if you were shooting at the hull? Also: Quote:
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Last edited by sir_pudding; 12-07-2011 at 11:52 AM. Reason: To words order need in right being. |
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12-07-2011, 12:05 PM | #47 | ||||
Join Date: Jul 2008
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Re: Changing Rapid Fire
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If you make a called shot to the hull of the aircraft carrier, there's no rolling for hit location at all. If you're rolling for hit locations I don't see why your hits can't be spread around the target a bit. Per blow. Is a half-dozen bullets one blow? Quote:
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The fact that it handles it better with Tactical Shooting doesn't change that. Side note: I find the term 'area target' used for a single object that happens to be larger than an arbitrary measure somewhat distressing.
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12-07-2011, 12:38 PM | #48 | |||||||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Changing Rapid Fire
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How about this. If you are supposed to roll for each shot, and you attack a building with say 3 locations. Why does every shot that hits, hit the same 1 yd area on each location? Quote:
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12-07-2011, 12:50 PM | #49 | |
Join Date: Jun 2008
Location: Provo, UT
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Re: Changing Rapid Fire
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As far as I'm concerned if you moved just a little closer the Battleship would count as a Large Stationary target. It can't dodge and your Viper's movement would counter its own movement. Make your roll by the rcl of your weapon and every shot hits. Simple. It's silly to rule otherwise. |
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12-07-2011, 01:03 PM | #50 | ||||||||
Join Date: Jul 2008
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Re: Changing Rapid Fire
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I'm not sure why you'd exclude suppression, since I'm pretty sure people do occasionally get hit by that. Also, does nobody actually use burst mode? Finally, yeah, head and foot might be a bit improbable, at least on a standing man, but what about, arm, vitals, and neck? Quote:
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-When you machinegun a 1000 yard ship at 1500 yards, and your attack roll results in only a fraction of your rounds hitting, the other rounds haven't somehow missed the ship entirely, just the arbitrarily assigned point target. -A 2 yard model ship at 3 yards presents the exact same sight picture. Geometrically, any ray from your gun to the full-size ship will pass through the model. -Game mechanically, shooting the 2 yard model ship at 3 yards involves the exact same attack roll (disregard bullet travel effects...if you feel the need, assume a laser). -A 2 yard model ship is a point target. -Thus, when you make the same roll and produce the same miss rate firing at the model rather than the ship, you can no longer say that they miss the point target but still impact the model. Quote:
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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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Tags |
house rule, rapid fire, rcl, recoil |
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