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> House Rules, Ammo questions
Angelstandings
post Feb 6 2006, 03:48 PM
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@Serbitor

Your ammo rules are better balanced than RAW as far as I can see.

And you're right, it's not possible to add in your modified stun conversion rule into *that* particular chart. But I can see the intended effect.

I prefer mine better :D But your houserule is obviously a step in the right direction. I could make another chart, which would consider your stun damage conversion rule... But it would be a lot more complicated, and based on the number of replies I got from my chart (none, unless you count private mails, then I got 2) -- no one will bother even looking at it. Math scares people.

I find it interesting that we both, quite independently, doubled the impact armor vs Flechette ammo. That is really the only way, mathematically, to make something worse vs. armored targets. Which is why I went with halving ballistic armor vs. APDS -- because it scales correctly that way instead of a mere +- AP.

EDIT: Also, I recognize that -1 AR = 1/3 DV (in most cases), and while I'm not particularly pleased with it, I don't see a reason to complicate matters further by trying to apply them in different ways (although I understand that is what the OP was asking for). I Just balanced the ammo taking that mathematical fact into consideration -- something the developers seem to have missed.
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Serbitar
post Feb 6 2006, 05:21 PM
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I just made a calc sheet to compare the differences, get it here:

http://www.serbitar.de/stuff/ammocheck.ods

for those who dont have openoffice or excel:

http://www.serbitar.de/stuff/ammocheck1.jpg
http://www.serbitar.de/stuff/ammocheck2.jpg
http://www.serbitar.de/stuff/ammocheck3.jpg
http://www.serbitar.de/stuff/ammocheck4.jpg

note that I changed exex in my houserules from +2/+1 to +2/+2
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Brahm
post Feb 6 2006, 06:35 PM
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@Serbitar, I've got an older version of Excel which apparently doesn't open Open Office files. Could you export it, I'm curious about the calculations and was thinking about expanding it past just simple average calcs.

QUOTE (Angelstandings)
That is really the only way, mathematically, to make something worse vs. armored targets.


No.

QUOTE (page 152)
Some weapons fare poorly against armor, and so actually
raise the value of the armor—if the target is not wearing
armor, however, this bonus does not apply.


As for the issue of high armour leading to someone getting knocked out quickly, I suggest a much better way to handle that is to split the boxes of damage between Physical and Stun instead of putting them all against the Stun track.

Anyway, you asked about Gel Serbitar. Here is an expanded list, including fleshed out rules for shotguns and flechette rounds. I haven't put in the costs and avail yet, but the DU AP stuff likely won't even get a number, it just isn't normally available.

I also haven't addressed Stick'n'Shock. Your dropping the DV to 4 sounds better than RAW at a glance, but I haven't looked at it that closely yet.

I've tried to provide a range of ammo with different uses, and tried to match it up to roughly what the ammo is suppose to be used for.



Buckshot 0DV (-1DV per extra range increment)/ +2AP (+2AP per extra range increment), +2 die per extra range increment for a net gain of +1 die per range increment (versus higher of Impact or Balistic)

Narrow (Full Choke) only 1 target at a time
Medium (Modified Choke) -1DV, 2 adjacent targets by spliting the dice pool
Wide (No Choke) -2DV, 3 adjacent targets by splitting the dice pool, middle target must have highest (or tied for highest) number of dice allocated

Gel 0/+2AP (versus higher of Impact or Balistic)

Flechette (only specified weapons and shotguns) -1DV/0, +1 die (versus Balistic)

Hollowpoint +1DV/+3AP
Explosive +1DV/+1AP
ExEx (or mfb's magical bimetal mystery tech) +1DV/0AP


Armour Piercing, Steel 0/-2AP
Armour Piercing, Tungsten 0/-3AP
Armour Piercing, DU 0/-4AP (+1DV if Hardened Armour is successfully penetrated), may cause secondary burning or toxic effects as per depleted uranium discussion


Fragmenting +1DV/+3AP (Handgrenades, Missles, Rockets)



Stick'n'Shock - TBD (This is magic ammo!)
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Angelstandings
post Feb 6 2006, 06:44 PM
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QUOTE (Brahm @ Feb 6 2006, 01:35 PM)

QUOTE (Angelstandings)
That is really the only way, mathematically, to make something worse vs. armored targets.


No.

Yes, and here's why: Subtraction/Addition of AR doesn't scale properly with an increased armor value. For example, consider an AR modifier of -5. Works great against 5 armor (reducing it to 0), but has a much less noticable difference against 17 armor (reducing it to 12).

The same works in reverse. If you disagree, please explain why.

@Serbitor: Wish you weren't in germany, as I can't see those damned charts.
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Brahm
post Feb 6 2006, 06:51 PM
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QUOTE (Angelstandings @ Feb 6 2006, 01:44 PM)
QUOTE (Brahm @ Feb 6 2006, 01:35 PM)

QUOTE (Angelstandings)
That is really the only way, mathematically, to make something worse vs. armored targets.


No.

Yes, and here's why: Subtraction/Addition of AR doesn't scale properly with an increased armor value. For example, consider an AR modifier of -5. Works great against 5 armor (reducing it to 0), but has a much less noticable difference against 17 armor (reducing it to 12).

The same works in reverse. If you disagree, please explain why.

Because in both situations those 5 dice would have removed roughly the same amount of damage. The slight difference is that it is more damage removed by those 5 dice for the higher armor because of the interaction with Edge, as I discussed earlier in this thread.

It is a smaller percetage of the damage removed overall by the armor. But that percetage comparison of armor to armor is nearly meaningless in judging how effective AP is.
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Angelstandings
post Feb 6 2006, 06:55 PM
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Sure, it removes/adds the same amount, but that amount becomes more and more meaningless as the armor improves -- which is the main reason the ammo types aren't balanced in the first place.

That can be solved by doubling or halving the armor -- nothing else would be as elegant.

I guess it all comes down to how effective to you want armor piercing ammo, and how inneffective you want flechette ammo, to be against high armor targets. If the answer to both is "not very" then pay no attention to me.
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Brahm
post Feb 6 2006, 08:50 PM
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QUOTE (Angelstandings @ Feb 6 2006, 01:55 PM)
Sure, it removes/adds the same amount, but that amount becomes more and more meaningly as the armor improves -- which is the main reason the ammo types aren't balanced in the first place.

I'm not sure exactly what you ment to say by meaningly. Did you mean to say AP because less meaningful as the armor increases? Because that is not true until you have a truely grotesque personal armor rating. Or you start shooting tanks. In either of those cases small arms fire isn't the right solution anyway. You need something BIGGER.

QUOTE
That can be solved by doubling or halving the armor -- nothing else would be as elegant.


Stick'n'Shock is an issue precisely because as an elemental damage attack it halves impact armour. To bring some sanity to the situation the damage has to be dropped to match. Or something.

:(

QUOTE
I guess it all comes down to how effective to you want armor piercing ammo, and how inneffective you want flechette ammo,  to be against high armor targets.  If the answer to both is "not very" then pay no attention to me.


More to the point, what exactly are you trying to balance? The problem with the RAW ammo isn't that ExEx is superior to APDS in most situations. It is that it is cheaper and more available than APDS, and so very close to being the equal to APDS in the situations where you put the highest value on armor penatration.

Why? Because Ex and ExEx were both given giving armor penatration and damage increasing qualties.

If you check my numbers you'll see that, without having to double up or halve armor, that each class of ammunition has a use and a drawback. Even the big loser, flechette, still has some use. It increases your chance to hit something without buckshot's two main problems of decreased damage at range and lowered ability to penetrate light armor. Which is a fair approximation of real world flechette. Justifying a cost drop with SR's cost improvement in fine detail manufacturing is what would make Flechette a viable product.
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Serbitar
post Feb 6 2006, 09:03 PM
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QUOTE (Angelstandings @ Feb 6 2006, 01:44 PM)

@Serbitor: Wish you weren't in germany, as I can't see those damned charts.

Its Serbitar.
And I really have no Idea why some people from the states have problems with my webserver. Quite strange .

Why I dont halve armour with apds: With my penetration system, it becomes extremley usefull to penetrate armour, and a value of -5 works very well.

@Brahm: the newest version of office can open open office files, but ill export it.
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Brahm
post Feb 6 2006, 09:10 PM
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QUOTE (Serbitar @ Feb 6 2006, 04:03 PM)
Why I dont halve armour with apds:  With my penetration system, it becomes extremley usefull to penetrate armour, and a value of -5 works very well.

@Brahm: the newest version of office an open open office files, but ill export it.

Too well. :) Even for RAW.

And thanks. I'm a self-employed contractor with no work requirement for contributing to Microsofts coffers by upgrading past Office 2000.
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Serbitar
post Feb 6 2006, 09:24 PM
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http://www.serbitar.de/stuff/ammocheck.xls
http://www.serbitar.de/stuff/ammocheck.ods

Found a small mistake, upgraded to version 1.1

Btw: I can easily add errorbars to my averages. Deviation of one die is 2.5. The standard deviation of x dice is sqrt(sum i=1..x i˛). The number of dice is easily calculated (body+amor-ap). Voila, error bars. (though, they might be not very much gaussian with such small numbers)

But the -5 or even the -4 in RAW does not work without my additional rule of physical to stun conversion. Without it, its simply linear and pretty much useless.
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Angelstandings
post Feb 6 2006, 09:28 PM
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QUOTE (Brahm @ Feb 6 2006, 03:50 PM)
I'm not sure exactly what you ment to say by meaningly

QUOTE
That can be solved by doubling or halving the armor -- nothing else would be as elegant.




More to the point, what exactly are you trying to balance?


Myeah, meaningless... haha. Weird typo.

The ammo types, RAW, aren't balanced in that they do not each have their own place, and Ex-Explosive is better by far in every case, except where armor penetration is the issue -- in that case, stick-n-shock ammo wins.

Have you seen my chart on page 2 of this thread? If you can find something wrong with that chart, then let me know... if not, it's plainly clear to me what needs to be fixed.

I suppose if you find the fact that stick-n-shock halves ammo, then yeah... I guess that any ammo that halves armor would be broken to you. I, personally, have no problem with ammo that halves or doubles armor... I just think that Armor piercing ammo should give the highest bonus against highly armored targets, while flechette should become penalized against armored targets, relative to normal ammo.

Sure... my way of doing it makes armor turn into paper against armor piercing rounds. But not much more so than than stick-n-shock already does.

If you've got problems with doubling amor with flechette, or halving armor with APDS, then you're already going to have problems with stick-n-shock.
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Serbitar
post Feb 6 2006, 09:51 PM
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I think halving armour is not a good idea, because at some point the armor piercing capabilities should stop. Thats why I prefer a fixed number.

No ammo type should be that much better than others.

BTW: With reducing exex to +2/+2 and introducing my new penetration system I can punch apds back to 0/-4 again. Ill add that to my 1.5 Version of SHP. (SHP had another penetration, which is conversion from physical to stun, which halved the damage after resistance when it was converted to stun previously)
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Brahm
post Feb 6 2006, 09:54 PM
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QUOTE (Angelstandings @ Feb 6 2006, 04:28 PM)
QUOTE (Brahm @ Feb 6 2006, 03:50 PM)
I'm not sure exactly what you ment to say by meaningly

QUOTE
That can be solved by doubling or halving the armor -- nothing else would be as elegant.




More to the point, what exactly are you trying to balance?


Myeah, meaningless... haha. Weird typo.

The ammo types, RAW, aren't balanced in that they do not each have their own place, and Ex-Explosive is better by far in every case, except where armor penetration is the issue -- in that case, stick-n-shock ammo wins.

Have you seen my chart on page 2 of this thread? If you can find something wrong with that chart, then let me know... if not, it's plainly clear to me what needs to be fixed.

Seen the chart. But just boiling it down to the number in the Resist Adjustment column and using only that creates a serious flaw in assumptions about what needs to be done, and why.


Post Script

If you have people walking around with a 17 armor rating you have a problem that is likely not well solved by making it virtually a requirment to loadout with APDS ammo.
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Brahm
post Feb 6 2006, 10:05 PM
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QUOTE (Serbitar @ Feb 6 2006, 04:51 PM)
No ammo type should be that much better than others.

Ya, that is what I was getting at with Stick'n'Shock. It works so much better than other ammo that it is silly.


QUOTE
BTW: With reducing exex to +2/+2 and introducing my new penetration system I can punch apds back to 0/-4 again.


I don't like what you did with that because it improves too much having armor rating over DV. If you just split boxes of damage between Physical and Stun you still avoid people getting knocked out, and outside a small percentage of cases caused by the divide by 3 problem that happens even for normal damaging, it is favourable or breakeven on the increase in the targets wound modifiers. But you don't automatically make a bunch of boxes of damage go away completely.

This is also another case of that all-or-nothing problem I was talking about before. Where one of your changes relies on another relatively unrelated change for its value.
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Serbitar
post Feb 6 2006, 10:17 PM
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I like the "all or nothing" simply because thats what happens with armour penetration. If it penetrates, you are screwed, if it doesnt, you are quite save.

And, as a design desicion, I dont want people to get stunned by pistol fire. The stun damage should be much much lower than physical damage.

My system achieves both of that, plus, every ammo type has its use (maybe with exception of ex, wich is allways worse than exex, but that is supposed to be so and balanced by cost and availability)
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Brahm
post Feb 6 2006, 10:27 PM
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QUOTE (Serbitar)
I like the "all or nothing" simply because thats what happens with armour penetration. If it penetrates, you are screwed, if it doesnt, you are quite save.

And, as a design desicion, I dont want people to get stunned by pistol fire. The stun damage should be much much lower than physical damage.

My system achieves both of that.

You misunderstand the all-or-nothing. Think back to where I posted in this thread about the karma character build and the changes you made to Attribute and Skill advancement rules.

But getting back to armour penatration. That isn't true of body armor from what I understand of it. Perhaps someone with more expertise can step in here and clear it up, but it is my understanding that even if personal body armour is not penetrated the deformation can still cause very serious bodily injuries along with the bruising.

You are creating similar, albeit it somewhat less drastic, wierdness that is created by hardened armour. At least with hardened armour there is more rational to it, but it still sucks having that very sharp breakpoint.
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Krotiez
post Feb 6 2006, 11:45 PM
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QUOTE (Brahm)
QUOTE (Serbitar @ Feb 6 2006, 05:17 PM)
I like the "all or nothing" simply because thats what happens with armour penetration. If it penetrates, you are screwed, if it doesnt, you are quite save.

And, as a design desicion, I dont want people to get stunned by pistol fire. The stun damage should be much much lower than physical damage.

My system achieves both of that.

You misunderstand the all-or-nothing. Think back to where I posted in this thread about the karma character build and the changes you made to Attribute and Skill advancement rules.

But getting back to armour penatration. That isn't true of body armor from what I understand of it. Perhaps someone with more expertise can step in here and clear it up, but it is my understanding that even if personal body armour is not penetrated the deformation can still cause very serious bodily injuries along with the bruising.

You are creating similar, albeit it somewhat less drastic, wierdness that is created by hardened armour. At least with hardened armour there is more rational to it, but it still sucks having that very sharp breakpoint.

Modern bullet resistant vests are made from fibers that are weaved in many alternating layers (one is vertical, the next is horizontal, the next is vertical...)

The primary purpose of these vests is to dissipate as much energy as possible when something strikes it. Brusing is not uncommon and there is a chance of more serious injuries (however, it beats getting a hole punched through your meatbody.)

One interesting effect of modern designs is that without trauma plates (plates made of ceramic or metal, they both have advantages and disadvantages) anything sharp, such as knives or broken plate glass can pretty much slice through them like...well...a panther assault cannon opening up on a poor, unarmored human wageslave.
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Austere Emancipa...
post Feb 7 2006, 02:15 AM
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It's difficult to say for certain just how serious the blunt trauma from small arm projectiles stopped by flexible body armor tends to be. The only real statistic I'm aware of is that there are no reported fatalities when a person has been shot in a ballistic panel by a firearm that the armor in question was rated to protect against.

Considering how many thousand cases of bullets stopped by body armor in US police departments alone there are, you could say it's very unlikely that you would sustain critical injuries from non-penetrating hits. Broken ribs, internal bleeding, etc. are certainly possible, but any projectile stopped by armor is an order of magnitude more benign than one that isn't stopped.

There are reports of being people being stunned after getting non-penetrating hits to body armor, and there are as many or more reports of people not even realizing they were hit until afterwards. From what I understand, the canon penetration mechanic in SR4 makes non-penetrating hits far more effective in taking someone out of the battle than such hits would be IRL.

QUOTE (Krotiez)
One interesting effect of modern designs is that without trauma plates (plates made of ceramic or metal, they both have advantages and disadvantages) anything sharp, such as knives or broken plate glass can pretty much slice through them like...well...a panther assault cannon opening up on a poor, unarmored human wageslave.

That's overstating it a bit. You can certainly puncture most types body armor that aren't designed to defeat such threats, but you can't expect to just slash a vest with a breadknife and expect to cut right through. I'd expect an armor vest that isn't stab-rated to perform about as well as medieval padded armor -- a direct hit from an arrow or a decent stab with most weapons will go through, but it can save you from slashing attacks.

These days you can get body armor which is rated against both ballistic and stab threats, either with integrated ballistic panels or by wearing inserts. Check out Stab Resistance of Personal Body Armor, NIJ Standard–0115.00 (46-page PDF).
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Brahm
post Feb 7 2006, 02:59 AM
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The canon penetration rules means that it is common that you can bring down someone wearing armor at about the same speed if your damage before soak of Body + Armor is slightly below the Armor rating as if it is slightly above the Armor rating. You still do less boxes of damage with the lighter attack. But because Body is easier to have at elevated levels through cyber/bio and metahum choice, often the character will have fewer Stun boxes (8+Will/2) than Physical boxes (8+Bod/2). This is exagerated in cyber/bio Trolls, who could have as many as 16 Physical boxes, and at the very most 11 Stun boxes. Although in some characters, such as Dwarf Mages, the reverse can easily be true. Just not to the same extent because 12 is the maximum Stun boxes of any Metahuman, and 9 is the minimum Physical boxes.

I see a few of problems with converting entirely to Stun, whether you halve or not, and why I instead see splitting between Stun and Physical as a good idea.

- Cracked or broken ribs, possibily leading to a punctured lung, and such. I know SR, or pretty much any game, gets icky when you try to sort actual injuries into Physical or Stun. But that sure points in the direction of Physical. But with the extra bruising as Stun.

- Getting hit by a Narrow three round burst. The armor may stop a particular round of the three reducing it to mostly stun-like damage, but either of the others might catch the target where the armor is not.

- Armor is abstract, especially with the partial pieces. I'm trying to abstract the hit, not match up a weapon with a given rated piece of armor.

- If the DV is below the armor rating you have no chance of dieing unless you were literally a walking tank with somthing like rating 20+ armor and Glitched your soak. But since Full Body Armor with Helmet Ballistic Shield falls short of that, the chances of Gitching that are miniscule, and to be able to even move with that much armor on you have to have a pretty good Body. It is safe to assume nobody is going to die from a DV that fell below their armor rating.


Clarification and Refinement Of My Suggestion, All Rolled Into One

The boxes of damage are split in half between Physical and Stun before the soak roll, on an odd number of damage boxes the extra box is assigned to Stun. When the soak is rolled the target chooses for each hit on the soak roll whether to subtact a box of damage from Physical or Stun.

This means that with a good soak roll you might take no Physical damage. But if you fail to soak then you took the hit hard and something snapped or was pummeled very hard and is bleeding, or you caught a hit at least partially outside the armour protected area.

EDIT Or if you are a Troll and are afraid of falling asleep during a gun battle you are in you can avoid Stun damage by leading with your face to take some of the damage as Physical boxesthat you'll ask the team mage or medic to sort out for you later. 8) Of course as a Troll, especially if you have good armor, you are usually going to be soaking noticably more boxes of damage overall. So definately staying up longer if you have the good sense to find a bit of cover.
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Krotiez
post Feb 7 2006, 03:36 AM
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QUOTE (Austere Emancipator)
QUOTE (Krotiez)
One interesting effect of modern designs is that without trauma plates (plates made of ceramic or metal, they both have advantages and disadvantages) anything sharp, such as knives or broken plate glass can pretty much slice through them like...well...a panther assault cannon opening up on a poor, unarmored human wageslave.

That's overstating it a bit. You can certainly puncture most types body armor that aren't designed to defeat such threats, but you can't expect to just slash a vest with a breadknife and expect to cut right through. I'd expect an armor vest that isn't stab-rated to perform about as well as medieval padded armor -- a direct hit from an arrow or a decent stab with most weapons will go through, but it can save you from slashing attacks.

These days you can get body armor which is rated against both ballistic and stab threats, either with integrated ballistic panels or by wearing inserts. Check out Stab Resistance of Personal Body Armor, NIJ Standard–0115.00 (46-page PDF).

Ah, perhaps I wasn't clear when I said, "anything sharp."

Well, I'll try better next time.

Thanks for the extra reading.
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Deadjester
post Feb 7 2006, 05:07 AM
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I know for my group we think AP and DV should be kept seperate in effect and we are wroking on a combat formula within the present game system to try and reflect that without changeing the rest of the book.

One of the issues we have is stun. Is it really needed in its present form? Does it really enhance the game that much or just add more dice to roll and take up time that could be used doing other things?

For now we are not using stun from gun fire. We are just using stun for things that require it such stun weapons, spells and explosions, etc. Otherwise stun just seems to much of a issue at the moment.

We may add it in later but for now it is as I have said above.

Deadjester
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Brahm
post Feb 7 2006, 05:22 AM
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Just forget the Stun conversion altogether is probably not the worst idea. Yes SR4 is more lethal. But the people least able to soak gunshot damage are the people least able to wear enough armor to convert it to Stun.
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Shrike30
post Feb 7 2006, 09:15 PM
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Dividing stun from gunfire (that's been reduced from physical to stun) in half seems to be working out okay. While it'll put a player eventually, it certainly helps with the "passing out from your armor stopping bullets" problem somewhat.

I'm currently rounding that division up (5 points of reduced-to-stun, old school, becomes 3 points of stun in my rules). I might try rounding it down in the future.
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Brahm
post Feb 7 2006, 09:17 PM
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Sounds more like a "getting shot" problem to me.
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Azralon
post Feb 7 2006, 09:52 PM
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QUOTE (Serbitar @ Feb 6 2006, 06:17 PM)
And, as a design desicion, I dont want people to get stunned by pistol fire.

I respectfully submit that your design decision will lead to less realism.

There's still going to be a very noticeable impact when you get shot in your bulletproof vest. The round might not penetrate, but there's still going to be bruising and possibly broken ribs. You don't turn into Superman when you wear body armor; you can still get knocked out or knocked down by nonpenetrating rounds.

The kinetic force doesn't just "go away" because the slug failed to bypass the ballistic cloth. If armor is designed with adequate padding (read: Impact armor), that padding will absorb and attempt to evenly distribute the impact over more surface area. That will mitigate some of the blunt trauma, and oddly enough the force distribution will actually contribute to knockback.
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