IPB

Welcome Guest ( Log In | Register )

 
Reply to this topicStart new topic
> Ranged Combat Mod Calculator, Calculate Target Numbers (Windows PC)
RedmondLarry
post Nov 28 2003, 01:56 PM
Post #1


Senior GM
***

Group: Dumpshocked
Posts: 1,406
Joined: 12-April 03
From: Redmond, WA
Member No.: 4,442



I've written a small program for calculating target numbers for ranged combat. The first test version (0.6) is now available for trial.

You can download it from http://ourteam.home.comcast.net/programs/CombatMod.zip.

Expected usage:
Run the program and have it in front of you all the time you are GMing.
Set up Shooters #1-9 with Player Characters
Set up Shooters #10-18 with NPCs for each scene
The various settings for Recoil Comp, etc. are remembered for each shooter.
Visibility Settings are the same for all shooters.
For target mods the program doesn't handle (spirit conceal, spirit confusion, and many more) just enter a positive (penalty) or negative (bonus) number in the "Other Penalty" box.

I'm planning to make the next version let you save information about shooters/guns to disk between gaming sessions, and then to let it roll Initiative for the NPCs and track the initiative passes for you.

Let me know what you think. Either here or through a Personal Message.
ourteam at comcast dot net
Go to the top of the page
 
+Quote Post
Sphynx
post Nov 30 2003, 10:15 PM
Post #2


Neophyte Runner
*****

Group: Members
Posts: 2,222
Joined: 11-October 02
From: Netherlands and Belgium
Member No.: 3,437



I think the only real thing that needs fixing is the stackability. Ie: max of -8 to visibility modifiers.

Love the shooter and visibility modifier code though, that's nice as I spend most of my time in calcing TNs with figuring out what that visibility is. movement/range/etc is pretty easy to remember (or fudge).

Sphynx
Go to the top of the page
 
+Quote Post
Fortune
post Nov 30 2003, 10:37 PM
Post #3


Immoral Elf
**********

Group: Members
Posts: 15,247
Joined: 29-March 02
From: Grimy Pete's Bar & Laundromat
Member No.: 2,486



QUOTE (Sphynx)
I think the only real thing that needs fixing is the stackability. Ie: max of -8 to visibility modifiers.

Are you saying that +8 should be the maximum, or that it shouldn't? In my opinion, you shouldn't get any worse than blind fire, so +8 should be the maximum visibility penalty.
Go to the top of the page
 
+Quote Post
RedmondLarry
post Nov 30 2003, 10:52 PM
Post #4


Senior GM
***

Group: Dumpshocked
Posts: 1,406
Joined: 12-April 03
From: Redmond, WA
Member No.: 4,442



I agree the maximum should be +8 for Visibility. For example, consider a Human observing a target in Full Darkness (+8 ), which is Invisible (+8 ) and which is obscured by Light Smoke (+4). Right now I let the calculator add all those penalties together. I agree with Sphynx, I should limit it to +8, the penalty when you can't see the target.

But I think I should add penalties when a target is in Partial Light (+2) and is obscured by Light Smoke (+4) to give a TN penalty of +6. Do you agree?
Go to the top of the page
 
+Quote Post
Cheese Emperor
post Nov 30 2003, 11:35 PM
Post #5


Moving Target
**

Group: Members
Posts: 156
Joined: 1-September 03
Member No.: 5,565



I'm not entirely sure how, but I was able to get the modifiers for a burst fire at -2 while my Semi-Automatic was still at 2.
Go to the top of the page
 
+Quote Post
RedmondLarry
post Nov 30 2003, 11:45 PM
Post #6


Senior GM
***

Group: Dumpshocked
Posts: 1,406
Joined: 12-April 03
From: Redmond, WA
Member No.: 4,442



Thanks Cheese Emperor! I left out a line of code to limit the minimum TN for Burst and Autofire to 2.

Corrected version 0.61 now posted.
Go to the top of the page
 
+Quote Post
Cheese Emperor
post Nov 30 2003, 11:53 PM
Post #7


Moving Target
**

Group: Members
Posts: 156
Joined: 1-September 03
Member No.: 5,565



Otherwise it's a good program, nice layout. Pretty easy to tell where everything is. Straightforward and seems to cover everything you could want and then some. And I think the "Aim" is what brought it down to that, [Edit] Or that.[/Edit]
Go to the top of the page
 
+Quote Post
RedmondLarry
post Dec 1 2003, 08:13 PM
Post #8


Senior GM
***

Group: Dumpshocked
Posts: 1,406
Joined: 12-April 03
From: Redmond, WA
Member No.: 4,442



Shotguns receive only a -1 benefit from smartlink, and none from smart goggles or laser when using Shot Ammo (SR3 p. 117). I left this rule out of earlier versions, and just added it to the latest. There is now a "Using Shot Ammo" box that is enabled when the weapon is a Shotgun.

I've adjusted the program so Astral Perception eliminates all Lighting and Invisibility modifiers (but not Glare and Smoke), unless shooting at a Mundane Object where Astral Perception wouldn't help. There is now a "Firing At Mundane Object" box to trigger whether or not Astral Perception can help.

I've also capped Lighting, Invisibility, Glare, and Obscurement (Smoke, Rain, etc.) penalties at +8. If you can't see the target, you can't see it, and that's +8. A GM who wants to add additional penalties can use the "Other Penalty" box.

Version 0.63 now posted. Download
Go to the top of the page
 
+Quote Post
RedmondLarry
post Dec 3 2003, 02:04 AM
Post #9


Senior GM
***

Group: Dumpshocked
Posts: 1,406
Joined: 12-April 03
From: Redmond, WA
Member No.: 4,442



I'm going to be away from my desk for a couple weeks. Feel free to download and try the Calculator. Leave comments for me here and I'll look at them when I return.
Go to the top of the page
 
+Quote Post
Prospero
post Dec 4 2003, 07:04 AM
Post #10


Illuminate of the New Dawn
**

Group: Dumpshocked
Posts: 317
Joined: 9-June 03
From: Seattle 'Plex, UCAS
Member No.: 4,700



Haven't used it in a game yet, but BAD-ASS. I like it. The only thing I'd really like is to be able to save stuff (which you already said you'd do). So cool! Good stuff. I don't usually have my laptop around when I play, but that might just change... :love:
Go to the top of the page
 
+Quote Post
Steel Eyes
post Dec 9 2003, 12:53 AM
Post #11


Target
*

Group: Members
Posts: 37
Joined: 6-February 03
Member No.: 4,020



I do use my laptop and this is going to help out so much.

:D :D Thanks for the hard work. Can't wait to be able to save. :D :D
Go to the top of the page
 
+Quote Post
Syndyne
post Dec 9 2003, 07:31 AM
Post #12


Target
*

Group: Members
Posts: 21
Joined: 20-October 03
From: Renton, Washington
Member No.: 5,743



Downloaded and played with it a bit and it looks like this could really help speed up combat.

Great job!
Go to the top of the page
 
+Quote Post
Namergon
post Dec 11 2003, 08:46 AM
Post #13


Moving Target
**

Group: Members
Posts: 138
Joined: 26-February 02
From: Paris, France
Member No.: 639



Very interesting tool.
I'd like a French version of it, for non English speaking friends of mine.
Do you think it would be feasible that you provide me the files where the texts are stored, so that I provide you the French equivalent, then you build the tools with these files in a French version of the tool ?
Contact me privately if you're interested.
Go to the top of the page
 
+Quote Post

Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 17th May 2024 - 02:40 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.