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> Shadowrun's factual Mistakes, Because it's eaiser to swallow a big lie than a small one.
SpasticTeapot
post Apr 9 2009, 07:19 PM
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Here's a list of things that really drive me up the wall with SR4.

#1: Diving and decompression.

If you've ever seen divers apparently being paid vast sums of money to just sit around and read the newspaper, there's a pretty good reason for it. Decompression sickness - or "the bends" - is caused by a simple law of physics: the amount of gas you can dissolve in a liquid is a function of how much pressure it's under. When divers go deep under the sea, the pressure is high enough that huge amounts of nitrogen are dumped into the bloodstream, which will go out of solution and bubble out exactly like fizz in a can of cola if you decompress too quickly. If you ascend slowly and gradually depressurize, you can minimize the risk, but you still need to wait around quite a while for the nitrogen to boil away from your bloodstream.

The listed effects of decompression sickness are "one box of physical damage per hour until placed in a pressure tank." It's much worse than that - ascending from 200 meters in 30 minutes will make you exceedingly dead. Also, if you get on an airplane the day after your dive, you get the bends anyway - there's still a lot of nitrogen slowly boiling away from your bloodstream, and it boils away much, much faster under the reduced pressure.

#2: Car modification

This one really puts a bee in my bonnet, if you excuse the incredibly horrible pun. I've seen modifications that violate about half the rules set in Arsenal done by men in sheds. A good example might be the swap between a 1961 3.5 liter Oldsmobile V8 and a 27 liter 1,600HP Rolls-Royce Merlin engine in an old Rover.

I'm not a mechanic, but some of this stuff doesn't even make sense under high-school-level physics:

1. Engine acceleration and top speed upgrades are ridiculous. There's only one thing which an engine produces, and that's brake horsepower. Top speed is a function of mechanical and aerodynamic drag (which varies with speed) and horsepower: when the energy consumed by drag at a given speed is equal to the peak engine output, you've reached your top speed. While it's possible to trade peak output for a little acceleration by tuning your engine for less torque at high RPMs and more at low RPMs, electronic valve systems being developed today would negate the need for a trade-off and a continually various transmission - which allows an engine to sit at peak RPMs while accelerating - means that it would be pointless.

2. Turbochargers, once spun up by exhaust gas, increase engine output by forcing more fuel and air into the engine, allowing for ten liters of fuel and air in a dinky two-liter engine. While efficiency is lost, this does make it to add a lot more power to a small engine in a small car - for example, a heavily boosted motorcycle engine can produce 500 horsepower despite being the size of a breadbox. They engage whenever the engine is working hard (and producing lots of the exhaust gases that power them), and can be seen working throughout fifty-mile courses on pretty much every rally car for the last twenty years.

What Arsenal lists is an overboost. A turbocharger's design means it's as simple as turning a knob to adjust the pressure at which air is forced into the engine, resulting in a bigger bang. However, doing this will overwork the turbo and put more strain on the engine, potentially causing damage.

There are additional flaws to turbochargers. Unless multiple small turbos or (ideally) a complicated sequential turbo system with multiple turbochargers of increasing size is used, a turbocharger can take time to spin up and begin delivering boost. One solution to this problem is an "anti-lag" system, which wastes large amounts of fuel for the sole purpose of keeping the turbo spun up and ready to supply boost. Another solution is to use a supercharger, a less efficient system powered by the driveshaft that has no spin-up lag at all.

3. Engine swaps.

With a little custom fabbing and some spare parts, it's possible to do some pretty weird modifications to cars - for example, I'm told it's quite popular to take the lightened small-block Chevy V8 from a crashed Corvette and put it under the hood of a mid-90's RX7, a car originally famous for it's piston-free Wankel rotary engine. I've seen V12-powered pickup trucks, and a Geo Metro race car powered by a souped up motorcycle engine, and Porsches with Subaru powerplants.

While keeping the aesthetics the same can be hard and not spoiling the handling can be harder, this is a good way for a mechanic with more skill than money to turn a beater into a speed demon.

4. Weight reductions

I may have missed this, but weight reduction is the #1 upgrade to any car ever. Reducing weight improves acceleration, sharpens handling, decreases body roll, and improves fuel economy. Quite a lot of weight in a modern car is from components not related to the mechanical or structural integrity of the vehicle; by ditching the heater, air conditioner, rear seats, thermal insulation, acoustic insulation, nav system, stereo, cupholders, interior body panels, and other unimportant items it's possible to do some pretty impressive things to a generic econobox.

5. Aerodynamic mods
By combining a variety of relatively subtle components - front and rear splitters, a small spoilers, some streamlined fenders - it's possible to make a big difference in performance. By trading downforce for drag, it's possible to vastly improve handling at the expense of top speed There's a reason why Formula One cars need 1,000 horsepower despite weighing about as much as my shoes - all the wings and spoilers that give it the tremendous downforce required to take a corner at 150MPH also result in huge air resistance.
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Adarael
post Apr 9 2009, 07:46 PM
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I'm just gonna say these rules are LESS nonsense than some of the shit you could achieve in Rigger 3.

And, in support of your position on engine swaps, allow me to share the following link.
Chevy Matiz with a Corvette Z06 Engine
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DireRadiant
post Apr 9 2009, 07:50 PM
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Facts....

Elves, Dragons, dwarves, trolls, orks, Dragons, Dragons, magic, Technomancers, computers plugged into brains directly, people chopping off limbs and ripping out eyeballs to stuff in machines to replace them... and MAGIC!

Hmm, car mods and the actual effects of the bends would be really low on my list.
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BlueMax
post Apr 9 2009, 08:18 PM
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QUOTE (DireRadiant @ Apr 9 2009, 12:50 PM) *
Facts....

Elves, Dragons, dwarves, trolls, orks, Dragons, Dragons, magic, Technomancers, computers plugged into brains directly, people chopping off limbs and ripping out eyeballs to stuff in machines to replace them... and MAGIC!

Hmm, car mods and the actual effects of the bends would be really low on my list.

Its still real to me!
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SpasticTeapot
post Apr 9 2009, 08:28 PM
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QUOTE (DireRadiant @ Apr 9 2009, 02:50 PM) *
Facts....

Elves, Dragons, dwarves, trolls, orks, Dragons, Dragons, magic, Technomancers, computers plugged into brains directly, people chopping off limbs and ripping out eyeballs to stuff in machines to replace them... and MAGIC!

Hmm, car mods and the actual effects of the bends would be really low on my list.


As I said, it's easier to swallow a big lie than a small one. It's easy to accept a set of arbitrary rules for magic or cybernetics; one is fiction and the other is so far in the future that it may as well be. On the other hand, any day of the week I can walk down the street and see a guy doing something complicated to an old Volkswagen: there are set rules for automobiles, and things get confusing when they're not followed.
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martindv
post Apr 9 2009, 10:19 PM
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QUOTE (Adarael @ Apr 9 2009, 03:46 PM) *
I'm just gonna say these rules are LESS nonsense than some of the shit you could achieve in Rigger 3.

Agreed. Math was not the author's strong suit.
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kzt
post Apr 10 2009, 01:00 AM
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QUOTE (SpasticTeapot @ Apr 9 2009, 01:19 PM) *
The listed effects of decompression sickness are "one box of physical damage per hour until placed in a pressure tank." It's much worse than that - ascending from 200 meters in 30 minutes will make you exceedingly dead. Also, if you get on an airplane the day after your dive, you get the bends anyway - there's still a lot of nitrogen slowly boiling away from your bloodstream, and it boils away much, much faster under the reduced pressure.

Commercial and Navy divers do things that would get someone without their support network very dead. A bunch of their dive profiles include things like rise directly to the surface from some silly depth (skipping the last many hours of Deco) and throw their gear off and get in the waiting chamber within several minutes, with an immediate "chamber dive" to many meters for multiple hours.
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the_real_elwood
post Apr 10 2009, 01:32 AM
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Okay, then let your players do whatever they want for car modifications. Seriously, do you expect Shadowrun to have a game mechanic for the effects of swapping in a new cam for your V8? Raising the compression? Putting in a stroker kit? Or how much nitrous you want to dump in at once?

Shadowrun isn't an automotive tuning simulator, its an RPG. The rules are abstracted enough to make things easy and fun. If you want to come up with some more involved auto modification rules, go on ahead.

And the rules for ascending from a dive are to not make something like that too deadly to the players. If the game were completely realistic, it wouldn't be any fun.
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Cabral
post Apr 10 2009, 01:56 AM
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QUOTE (martindv @ Apr 9 2009, 05:19 PM) *
Agreed. Math was not the author's strong suit.

I wish the author would've/was allowed to use exponents and possibly other bits of advanced math.

...

...

Traveller ship design rules FTW. (IMG:style_emoticons/default/wink.gif)
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Tymeaus Jalynsfe...
post Apr 10 2009, 03:49 AM
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QUOTE (the_real_elwood @ Apr 9 2009, 06:32 PM) *
Okay, then let your players do whatever they want for car modifications. Seriously, do you expect Shadowrun to have a game mechanic for the effects of swapping in a new cam for your V8? Raising the compression? Putting in a stroker kit? Or how much nitrous you want to dump in at once?

Shadowrun isn't an automotive tuning simulator, its an RPG. The rules are abstracted enough to make things easy and fun. If you want to come up with some more involved auto modification rules, go on ahead.

And the rules for ascending from a dive are to not make something like that too deadly to the players. If the game were completely realistic, it wouldn't be any fun.



Fun Trumps Realistic almost everytime...
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the_real_elwood
post Apr 10 2009, 03:55 AM
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QUOTE (Cabral @ Apr 9 2009, 07:56 PM) *
I wish the author would've/was allowed to use exponents and possibly other bits of advanced math.

...

...

Traveller ship design rules FTW. (IMG:style_emoticons/default/wink.gif)


No one wants to have to use a scientific calculator to play a tabletop game.
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BlueMax
post Apr 10 2009, 05:13 AM
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QUOTE (the_real_elwood @ Apr 9 2009, 08:55 PM) *
No one wants to have to use a scientific calculator to play a tabletop game.

Stop calling me no one. I may be a nobody but they are different.

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Adarael
post Apr 10 2009, 05:41 AM
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For a realistic space tactical game, I'll gladly use a scientific calculator.

But I also love Attack Vector Tactical.
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kzt
post Apr 10 2009, 07:56 AM
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QUOTE (Adarael @ Apr 9 2009, 11:41 PM) *
But I also love Attack Vector Tactical.

Ken is almost impossible to work with, but he's both brilliant and skilled.
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Adarael
post Apr 10 2009, 08:18 AM
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That's the impression I got from the product. Anyone who puts that much detail into something is probably gonna be equally perfectionist with everything else.
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Degausser
post Apr 10 2009, 09:24 AM
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Let me just start off by saying, that Shadowrun has enough complex and convoluted rules. It has a LOT of them. A lot a lot. So, they try to simplify things as much as possible. Vehicle riggers want to supe up their westwinds, so they set down some basic rules for the system which aren't terribly realistic but are quick, easy, and let players have the fastest machine on the road if they want to use their money that way. This argument is kinda like "But real life caseless ammo doesn't work" or "Real Life hold out pistols jam very easily." Is it realistic? No. Is it quick, easy, keeps the game moving, and does it allow players to do a bit of tinkering instead of buying stock models? Yes. However, if you want to rationalize:

QUOTE (SpasticTeapot @ Apr 9 2009, 02:19 PM) *
#2: Car modification

This one really puts a bee in my bonnet, if you excuse the incredibly horrible pun. I've seen modifications that violate about half the rules set in Arsenal done by men in sheds. A good example might be the swap between a 1961 3.5 liter Oldsmobile V8 and a 27 liter 1,600HP Rolls-Royce Merlin engine in an old Rover.

I'm not a mechanic, but some of this stuff doesn't even make sense under high-school-level physics:

1. Engine acceleration and top speed upgrades are ridiculous. There's only one thing which an engine produces, and that's brake horsepower. Top speed is a function of mechanical and aerodynamic drag (which varies with speed) and horsepower: when the energy consumed by drag at a given speed is equal to the peak engine output, you've reached your top speed. While it's possible to trade peak output for a little acceleration by tuning your engine for less torque at high RPMs and more at low RPMs, electronic valve systems being developed today would negate the need for a trade-off and a continually various transmission - which allows an engine to sit at peak RPMs while accelerating - means that it would be pointless.

Not true. I am also not a mechanic, but I have tinkered around with my dirtbikes enough to pick up some stuff. Bikes (and, by extention, cars) can be tuned a lot. A 1969 Dodge Charger has a craptonload of horsepower. It also has great acceleration, but it can't touch some of the sports cars in terms of top speed. Sure, some of it is based on horsepower, but a lot of it is based on how the engine is designed to operate. Some engines, by design, work well in low RPMs. This gives them great acceleration, but when they hit their high end, the run out of juice, and don't go as fast as an engine that hits it's prime in high RPMs. When I was a kid, my Dad tuned his dirtbike for High-end RPMs (by tuning the jets and putting some aftermarket parts on) and tuned mine for Low RPMs (by doing the same.) He would ALWAYS beat me in the straightaways, but I could out-accelerate him from a dead stop.

If you feel that it is that big a detractor from the game, just assume that Engine Tweaking (Accl) increases the horsepower and tunes the engine for low RPMs, Engine Tweaking (Speed) does the same for High RPMs, and doing both is a different process that upgrades the engine's overall effectiveness (and doesn't tweak the powerband of the engine.)

QUOTE
2. Turbochargers, once spun up by exhaust gas, increase engine output by forcing more fuel and air into the engine, allowing for ten liters of fuel and air in a dinky two-liter engine. While efficiency is lost, this does make it to add a lot more power to a small engine in a small car - for example, a heavily boosted motorcycle engine can produce 500 horsepower despite being the size of a breadbox. They engage whenever the engine is working hard (and producing lots of the exhaust gases that power them), and can be seen working throughout fifty-mile courses on pretty much every rally car for the last twenty years.

What Arsenal lists is an overboost. A turbocharger's design means it's as simple as turning a knob to adjust the pressure at which air is forced into the engine, resulting in a bigger bang. However, doing this will overwork the turbo and put more strain on the engine, potentially causing damage.

There are additional flaws to turbochargers. Unless multiple small turbos or (ideally) a complicated sequential turbo system with multiple turbochargers of increasing size is used, a turbocharger can take time to spin up and begin delivering boost. One solution to this problem is an "anti-lag" system, which wastes large amounts of fuel for the sole purpose of keeping the turbo spun up and ready to supply boost. Another solution is to use a supercharger, a less efficient system powered by the driveshaft that has no spin-up lag at all.

Because there is very little mention of fuel economy in the book, it is entirely possible that turbochargers are the 'anti-lag' variety, and simply waste fuel. But really, the book already mentions something about this. It says that there are a variety of different parts, and they all function differently but produce the same result. Maybe the Turbocharger is really a ramscoop, or it may be that (as the song goes), the system is 'three deuces and a four speed, and a 389.

QUOTE
3. Engine swaps.

With a little custom fabbing and some spare parts, it's possible to do some pretty weird modifications to cars - for example, I'm told it's quite popular to take the lightened small-block Chevy V8 from a crashed Corvette and put it under the hood of a mid-90's RX7, a car originally famous for it's piston-free Wankel rotary engine. I've seen V12-powered pickup trucks, and a Geo Metro race car powered by a souped up motorcycle engine, and Porsches with Subaru powerplants.

While keeping the aesthetics the same can be hard and not spoiling the handling can be harder, this is a good way for a mechanic with more skill than money to turn a beater into a speed demon.

This one I kinda agree with you on, but I can see why it would mess with Shadowrun Rules. My Uncle had a Malibu SS with a Chevy Smallblock race engine in it. Thing blew away everything on the road (or so I am told, this was before I was born.) But a car is more than the sum of it's engine, and deriving new stats would be difficult. For example, what happens when you put a 'vette's engine in a RX-7? I can tell you one thing, the car does not BECOME a 'vette. It still has a different top speed and rate of acceleration due to drive terrain and aerodynamics. How would you come up with rules for that?
QUOTE
4. Weight reductions

I may have missed this, but weight reduction is the #1 upgrade to any car ever. Reducing weight improves acceleration, sharpens handling, decreases body roll, and improves fuel economy. Quite a lot of weight in a modern car is from components not related to the mechanical or structural integrity of the vehicle; by ditching the heater, air conditioner, rear seats, thermal insulation, acoustic insulation, nav system, stereo, cupholders, interior body panels, and other unimportant items it's possible to do some pretty impressive things to a generic econobox.

Yeah, okay, you got me on this one. It is true that by making your interior "Spartan" and by replacing things (like your seat) with a lightweight equivelent (like a racing seat) that you can reduce the weight of the car, thus you reduce how much the engine has to work to 'move' you, thus you increase your performance. I would houserule that doing weight reduction increases accl by 5/10 and it increases the top speed by 5%.

QUOTE
5. Aerodynamic mods
By combining a variety of relatively subtle components - front and rear splitters, a small spoilers, some streamlined fenders - it's possible to make a big difference in performance. By trading downforce for drag, it's possible to vastly improve handling at the expense of top speed There's a reason why Formula One cars need 1,000 horsepower despite weighing about as much as my shoes - all the wings and spoilers that give it the tremendous downforce required to take a corner at 150MPH also result in huge air resistance.


Again, this looks like another thing that can be houseruled to me. Charge the same amount of cash as 'pimped out ride' lvl 2 and reduce accl by 5/10 (and top speed by 5%) to increase on-road handling by 1 (hey, handling increase of 1 is VERY big in Shadowrun.) But make it also only usable on road. Aerodynamics like you are talking about require the car to be pretty low to the ground (or, at least, requires the bodymods to be low to the ground), so (like the improved handling upgrade) the car immediately makes a crash test if not on the road.
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Rotbart van Dain...
post Apr 10 2009, 09:32 AM
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#3 Weapons in Space. Oh my - they simply copied the horrible mistakes from Target: Wastlands.

Firearms needing pressured Air? To properly cycle a gas-operated gun, perhaps. I'll go bang just fine, like underwater.

Explosives/Grenades/Rockets needing 'inbuilt oxidizers'? Wow, that's really rocket science - Shadowrun obviously has high-powered explosives that work without oxidizers at all in atmosphere and underwater. Who got the Nobel Prize for that one? All modern explosives (that includes gun powder) need internal oxidizers to work at all.
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Cadmus
post Apr 10 2009, 09:36 AM
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You mean...this isn't real? Well then some one tell the damn dragon living in my closet!

I mean really, you ever try to clean up after one of those...ick,
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Degausser
post Apr 10 2009, 10:04 AM
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QUOTE (Rotbart van Dainig @ Apr 10 2009, 04:32 AM) *
#3 Weapons in Space. Oh my - they simply copied the horrible mistakes from Target: Wastlands.

Firearms needing pressured Air? To properly cycle a gas-operated gun, perhaps. I'll go bang just fine, like underwater.

Explosives/Grenades/Rockets needing 'inbuilt oxidizers'? Wow, that's really rocket science - Shadowrun obviously has high-powered explosives that work without oxidizers at all in atmosphere and underwater. Who got the Nobel Prize for that one? All modern explosives (that includes gun powder) need internal oxidizers to work at all.


For one thing, yes a normal gun will fire underwater . . . ONCE. However, once the insides get wet, that little hammer thing (the thing that ignites the explosive in the bullet, y'know?) won't work so well. And . . . same with space. If there is no O2 for the hammer to case spark, then I would imagine the gun wouldn't work.

And, uh, the thing about grenades . . . you see. . . . Yes grenades work perfectly fine underwater. HOWEVER, exploding a grenade underwater changes the physics of what happens after the explosion. Shrapnel is slowed down pretty quickly by water resistance. The heat from the blast is disipated pretty quickly. The pressure wave has a lot less power, because it has to move stuff that is a LOT more dense (water vs. Air.) In the end, detonating an explosive underwater changes up all sorts of rules.

Oh, and tossing a grenade in space? Yeah, it'll explode, and there will be nothing to impede the shrapnel . . . but there is no presure wave. There is no air. So an HE explosive would be pretty uselsess. Lots of heat for those standing right next to it, but those a bit outside of that? Nothing.
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Rotbart van Dain...
post Apr 10 2009, 10:31 AM
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QUOTE (Degausser @ Apr 10 2009, 11:04 AM) *
For one thing, yes a normal gun will fire underwater . . . ONCE. However, once the insides get wet, that little hammer thing (the thing that ignites the explosive in the bullet, y'know?) won't work so well.

It does, see Mythbusters.
QUOTE (Degausser @ Apr 10 2009, 11:04 AM) *
And . . . same with space. If there is no O2 for the hammer to case spark, then I would imagine the gun wouldn't work.

If you are using a blackpowder-flintlock gun. Otherwise, the hammer of, say, a revolver will strike the internal ignition cap just fine. And since the revolver doesn't rely on the balance of atmospheric pressure to internal pressure to cycle, it will do so.
QUOTE (Degausser @ Apr 10 2009, 11:04 AM) *
Yes grenades work perfectly fine underwater. HOWEVER, exploding a grenade underwater changes the physics of what happens after the explosion.

Indeed. And the rules even account for that... unlike the rules fpr space, that make us some really strange stuff.
QUOTE (Degausser @ Apr 10 2009, 11:04 AM) *
The pressure wave has a lot less power, because it has to move stuff that is a LOT more dense (water vs. Air.)

Actually, a pressure wave under water is a lot more terrible than in air - even the rules account for that. That why there is dynamite fishing and deep charges.
QUOTE (Degausser @ Apr 10 2009, 11:04 AM) *
Oh, and tossing a grenade in space? Yeah, it'll explode, and there will be nothing to impede the shrapnel . . . but there is no presure wave. There is no air.

Of course there is - it just will fade away quickly, since the only thing carrying it are the rapidly expanding gases that actually form the explosion - because that's what the explosive turns into. Holding onto an armed HE grenade or some C12 is still a very bad idea in space.

Lesson learned:
Underwater, use HE, in space, use AP/AV. And don't by the snakeoil called 'extra internal oxidizers for space' - your fixer is secretly laughing himself sick at the thought of charging you idiocy.
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crazyconscript
post Apr 10 2009, 11:53 AM
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Although i would have to wonder at the sanity of a runner using such weapons in space in the first place...
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Stahlseele
post Apr 10 2009, 12:46 PM
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Yeah, that's what Gauss and Laser are there for ^^
And i imagine most Combat will not take place in a vakuum, but in an air filled low gravity environment.
And in there, Guns and explosives work just fine, like they would on the ground. If there was enough space in the station(i kill myself with those puns), a bullet would actually fly for a longer time, because there's no drop due to gravity. Only Air-Friction to slow it down gradually, and that will love you long time.
Also, inside Spess-Stettions(Spess Mehrens), i would advise in solely using gel rounds, sonic weapons, stick and shock and flechette ammo . . everything else just screams suicide killer.

And i still want my "Shadowrun: IIN SPAACEE!"-Book <.< . .
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AllTheNothing
post Apr 10 2009, 01:27 PM
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QUOTE (Cadmus @ Apr 10 2009, 11:36 AM) *
You mean...this isn't real? Well then some one tell the damn dragon living in my closet!

I mean really, you ever try to clean up after one of those...ick,

Dragon's feces could have interesting alchemical applications; just because it's dreck doesn't mean it isn't valuable, alot of stuf people buy is dreck but people are willing to pay hard cash for it. (IMG:style_emoticons/default/grinbig.gif)
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post Apr 10 2009, 06:07 PM
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QUOTE (the_real_elwood @ Apr 9 2009, 08:55 PM) *
No one wants to have to use a scientific calculator to play a tabletop game.


So you tried to play Aftermath, too, eh? That game...oy!
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KarmaInferno
post Apr 10 2009, 06:19 PM
Post #25


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QUOTE (SpasticTeapot @ Apr 9 2009, 07:19 PM) *
I've seen modifications that violate about half the rules set in Arsenal done by men in sheds.


Like installing a full size rotary engine off an airplane into a motorcycle?



-karma
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