Apr 16 2011, 07:05 PM
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 |
So, this morning, I spent a few hours out in the desert with a firearms instructor training to hit targets 200-500 yards away with an AR.
The instructor explained to me a little bit about ballistics, various types of firearms, and effective firearms ranges. Since we are apparently both history buffs he also talked about the evolution of various weapon systems and tactical aids going back to the 2nd world war. One point he explained to me was how in many cases while it may be possible to hit a person who is outside of your firearms effective range in many cases depending on what kind of round you're using, your round could have lost a lot of power by that point, and might not cause a deadly injury on the person you luckily manage to hit. For example, if you got freakishly lucky and somehow hit a person standing out at 500 yards with a 9mm handgun, the round might not hit him hard enough to really cause the kind of damage you want, that you might get if instead he were much closer. If this is true, does it have implications for how firearm damage should work in role playing games? Should the damage code or rating of various weapons drop in role playing games as the targets approach the maximum range of the weapon? Another issue he touched on was how some weapons are inherently more accurate than others. Even if you have a very high level of skill, you're always going to get a certain amount of displacement at certain ranges with certain weapons and ammunition. It will not be possible to have the same degree of success hitting a small target with precision if in one case you're using a weapon designed for that task and in another instance you're using a weapon that is inherently much less accurate. (In this case he was talking about the difference between using a SCAR-H and a basic AK 47 firing Russian ammo.) How would you implement something like that in a role playing game? Perhaps the weapon with the greatest potential consistiency is more likely to scale damage up, or more likely to get a critical hit. A weapon with loose tolerances would have a very low chance of scaling damage up or getting a critical. This would reflect the reduced chance that a skilled operator can get a precise shot to the eyeball. |
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Wounded Ronin In role playing games, should firearms damage decrease with range? Apr 16 2011, 07:05 PM
Stahlseele No, too much micromanagement, too many useless CPU... Apr 16 2011, 07:08 PM
CanRay I agree, too much micromanagement.
But, for a WWI... Apr 16 2011, 07:34 PM
Critias If your goal is a realistic simulation of combat: ... Apr 16 2011, 08:36 PM
Kagetenshi No, not monotonically. IIRC certain classes of rou... Apr 16 2011, 09:10 PM
Yerameyahu I simply assume that all the max ranges in SR4 are... Apr 16 2011, 09:16 PM
KarmaInferno After seeing that story about a US soldier in the ... Apr 16 2011, 10:03 PM
Wounded Ronin QUOTE (KarmaInferno @ Apr 16 2011, 05:03 ... Apr 16 2011, 10:06 PM
KarmaInferno I'm trying to locate the story, but I think it... Apr 16 2011, 10:17 PM
Doc Chase QUOTE (KarmaInferno @ Apr 16 2011, 11:17 ... Apr 18 2011, 03:41 PM
Yerameyahu Freak stories don't matter. Besides, I have n... Apr 16 2011, 10:20 PM
My point was, yes, at extreme range accuracy shoul... --
KarmaInferno I am also recalling stories about Russian soldiers... Apr 16 2011, 10:24 PM
Yerameyahu Which is just silly. I'm not saying anything ... Apr 16 2011, 10:33 PM
KarmaInferno QUOTE (Yerameyahu @ Apr 16 2011, 05:33 PM... Apr 21 2011, 05:53 PM
Thanee QUOTE (Wounded Ronin @ Apr 16 2011, 09:05... Apr 17 2011, 09:19 AM
nezumi SR3 already reflects this. By adding to the TN pen... Apr 17 2011, 01:47 PM
Blade Some games somehow reflect this by having the dama... Apr 17 2011, 07:24 PM
hermit If you want firearms realism in Shadowrun, start b... Apr 17 2011, 08:17 PM
CanRay Or at least institute a caliber system so that onl... Apr 17 2011, 08:28 PM
Brazilian_Shinobi Play GURPS.
There are stats for weapons where from... Apr 18 2011, 07:47 PM
Mr. Mage I always figured that the idea of damage depreciat... Apr 21 2011, 04:58 PM
Yerameyahu Yes, and no. I think that if you added range categ... Apr 21 2011, 06:58 PM
nezumi Although a simple mechanic for figuring out where ... Apr 22 2011, 12:56 PM![]() ![]() |
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