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Old 01-08-2020, 10:12 AM   #1
vicky_molokh
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Join Date: Mar 2006
Location: Kyïv, Ukraine
Default Radical Alternatives: How SHOULD Size and Speed/Range Affect Chance to Hit?

Greetings, all!

I'm doing some musings about the Size and Speed/Range Table. Currently, the SSRT scales as a logarithm of linear distance, and each point of penalty affects the chance to hit in accordance to the 3d6 probability table. But if one were to make a radical rewrite of the relationship between range and chance to hit, what should it be? Note that I'm talking about the chance/probability more directly, not necessarily constraining it to the current 3d6 curve.

Asking because as far as I understand, for a given cone of likely directions a projectile can go, every doubling of distance quadruples the the area of the beaten zone, thus reducing 'bullet density' four-fold.

Similarly, currently speed is being added to distance directly, but is there perhaps a more elegant way to make target (and perhaps shooter) speed affect hit ratios?

Note: normally I criticise radical rewrites that result in other bits of the system breaking down hard, but this is more of a hypothetical question with the hopes of seeing how things would look if designed without worry about legacy support and with an eye towards verisimilitude and general universality.

Thanks in advance!
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Last edited by vicky_molokh; 01-08-2020 at 10:35 AM.
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range, ranged combat, reality check, size, ssrt

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