Jump to content

gomiville

Senior members
  • Posts

    884
  • Joined

  • Last visited

Posts posted by gomiville

  1. I imagine that Image Enhancement in CP2020 has nothing to do with light levels, exactly.  It seems to be more of a "spotting" tool, increasing the contrast, maybe highlighting objects through an expert system's help.

     

    No real science behind this, without employing low light, IR and highly impressive computation.  But apparently it works in game science.

     

    Thing is, for accurate science, you'd have to eliminate most of the cybernetics in the game, I think.  Including a lot of the cyberoptic options that all seem to fit inside an eyeball-sized space, use a common lens and interface directly with the optic nerve within 17 years.  But it's consistent in game science.

     

    Also, I take the book description of the IR option using heat as incorrect, seeing it more as a reflective technology.  Near/Mid-IR (both reflective, you're right) would be very useful in the game, I'd imagine.  For one thing, consider that foliage and cloth have different IR reflectivity.  Makes it a bit easier to spot someone hiding in the bush, right?  Of course, some cloth is treated to make its reflectivity closer to foliage, but a washing machine can really screw that treatment up.  Your characters ever wash their clothes?

  2. While IR and Thermo have similar, modern meanings, I always figured they had a slightly different meaning in the game.  One of those instances where game reality and real reality diverge.

     

    I imagine IR vision is vision in the IR spectrum, above the red visual band.  Heat emits IR wavelengths, therefore you can see heat in IR, but almost incidently.  I see IR vision as a cross between LowLite and Thermograph (which I'll get into below), a way to see in near darkness with some heat related sensing.  Basically, a reason for you to carry an IR tuned flashlight or laser designator/scope (like UV but on the other end).

     

    However, I figure Thermo is seeing actual temperature gradients.  Items can have different IR reflectivities but the same temperature and show up different on IR imagers.  Thermo would see them as the same object, since they have the same heat level.  Thermo would allow you see see that a car has been driven recently (warm engine block), that someone is a Gemini borg (emitting little heat) or that a person is hiding behind a thin wall (thermal bleed through).  However, navigating through a dark building wouldn't really work, unless all the walls are different temperatures.

     

    This makes IR and thermo related, but different technologies, granting different bonuses.  Sort of bends a few laws of physics, but hey, it happens.

     

    LowLite, as I see it, is just an amplifier of light levels, making everything brighter (but maybe washed out, messing with the contrast).

  3. Well, I thought about applying the bonus only to Long/Extreme or purely Extreme ranges, which would cement it as a sniper tool, like a lot of other scopes and aiming aids.  Makes sense, except for urban shooting.

     

    If urban sharpshooter engagement ranges are between 100m and 400m (depending on the source you look at), they're Close to Long range for assault rifles, let alone sniper rifles.  But, I want this usable by police snipers and scum-sucking bad guy types who might be trying to wipe out the PCs.  Mostly urban engagement ranges.

     

    I see the aiming requirements and "bootup times" as making this a sniper weapon.  Who else would be aiming for two or more turns?  Or would be willing to take the one turn of joints locking up or unlocking?  This isn't something that can be applied in the middle of combat, making it more a matter of ambush or other sniper-style engagement.  

     

    You also can't make shots against different targets with this system, since you'd have to either re-aim or move the rifle to a different target, both of which "interrupts" the bonuses of these systems.  This means *at least* two turns between shots, during which time the other guy is returning fire.  Better to take the one shot and vamanos. (Or make that one shot really count)

     

    Of course, this applied to 1000m range sniper rifles starts to get out of hand, but don't know how to fix that.

     

    Also, isn't there a rule about autofire and aiming being incompatible?  I don't have my books handy and can't remember.  These systems wouldn't help you get tons of lead exactly on target, more like one really good headshot.  What about three round burst, though?

     

    P.S. I've always been confused about lethal headshots.  It says 8 points of damage ruins a limb, and forces a death save on the head.  Headshots are also double damage.  Does this mean that 4 points of damage to the head is theoretically lethal?  Or do you need to deal a full 8 points, which would double to 16 anyway and require a death save?

  4. Interesting to see what people are using in games.  Thanks for all the input.  While the books seem to lean towards SP14 and higher, I like the more dangerous, low key preference for SP10 and lower.  And it just makes more sense that heavier armor (and weapons) will attract greater attention.

     

    One thing I'd like to mention, to those who play with halved SPs: anything under SP12 or SP 13 is more effectively defeated with ball than AP ammunition.  Meaning, while AP is more likely to penetrate the armor (causing at least 1 point of damage), ball is statistically more likely to cause higher damages (more than twice as likely to cause 5 points per shot with some of the low/medium calibers [4D6+X, etc]).  Just something I've noticed while playing with the numbers.  This means that MetalGear (SP25 /2 = SP12.5 -> SP13) is statistically more vulnerable to ball ammunition than AP, making AP pretty useless.

     

    (High volumes of fire do improve AP's chances to cause heavy damage, however, since those 1 point hits become more useful.)

     

    Not a criticism of the idea (it does reduce the armor to reasonable levels), but it does become slightly warped, statistically speaking.

  5. The FBC version is overkill and munchkinistic, I admit, but I figure that once you're almost entirely metal, what can't be done?  Most PCs won't be 'borgs, so this tech is more likely to be used against them.  Even more reason not to piss off the wrong people, no?

     

    The bonuses in general might also be a tad high.  It's a work in progress, modify as you see fit.

     

    As for not modifying for a moving target, the 'borg can only adjust fire so much.  If the target moves more than [Range * SIN 5deg] meters, the bonus is lost and the 'borg has to disengage the system, re-acquire and reengage.

     

    Good point about not needing a booster, though.

  6. Ok, so I've never fired a rifle beyond paintball and my biology is rather limited.

     

    I got the original idea from the snipers at the end of GitS, syncing their heart rate to their rifles.

     

    I see it more as syncing your firing to your heart rate, not the other way around.  Sort of like Stutter chipping or something.

     

    The bonuses are also cumulative to aiming, etc, reflecting a greater stability and stillness.  They are NOT cumulative with tripods or anything beyond a simple mono/bipod, which add their own stillness.

     

    More later when I have the time.

  7. "New from Raven Micro-Cybernetics! For the marksman or woman in your family!  Did a sudden, slight muscle twitch cause you to miss that half klick target?  Do you want a really stable sight picture without lugging around a tripod or a shooting bench?  Well, Raven has the solution that's right for you!"

     

    Cardio-Synchronization Co-Processor (400eb, 1D6HC, N surgery)

    A standard piece of cybernetics for the U.S. Marine scout-snipers, the Cardio-Synchronization Co-Processor attempts to suppress any involuntary body movement and synchronize firing with the user’s heartbeat.  This improves aiming against long range targets, where minuscule twitches can result in wide misses.  A +3 aiming bonus is imparted by the system, though it must be used while aiming for at least two turns.  Requires the implantation of reflex affecting cybernetics (Sandevistan, Kerensikov, etc) to pass the damping signals through the nervous system.

     

    Neuro-Servo Cutout Co-Processor (800eb, 1D6+3HC, N surgery)

    Providing a similar aiming bonus to the Cardio-Synchronization Co-Processor, the Neuro-Servo Cutout is intended for full conversion ‘borgs.  It locks all the joints in the ‘borg (except for the trigger finger) creating a super-stable shooting platform for long distance shots.  Activated by subvocal command (similar to Sandevistan), the Cutout requires one turn to activate and is then active until deactivated by subvocal command, requiring another turn.  While active, the Cutout provides a +5 accuracy bonus.  However, this will only work against unmoving targets, as the ‘borg cannot track the weapon to follow the target when all joints are locked up.

     

    Neuro-Servo Cutout slaved to “D-Tek” Targeting Network (1000eb, 1D6+3HC, N surgery)

    Same as the regular Neuro-Servo Cutout, but connected to a “D-Tek” Targeting Network (purchased seperately) allowing the aiming benefits against moving targets.  This system locks up all the joints in a full conversion ‘borg, except for the arm and shoulder joints controlled by the “D-Tek” system.  This allows small targeting corrections to be made (target must stay within 10deg arc) while maintaining the weapon in perfect stillness. The slightly increased price compared to the standard Neuro-Servo Cutout accounts for the cost of cross-wiring the two systems together.

     

    Thoughts?  Praise?  Complaints?

  8. Recently, due to some boredom at work, I've been putting together an Excel spreadsheet that does "ballistic analysis" (What's the probability of this 9mm doing more than 5 points of damage through this SP10 vest?) for the game.

     

    In the course of doing this, I've noticed certain calibers are next to useless, some appear to be unheralded gems, and some armors are surprisingly effective.  

     

    For example, the 7mm rifle round (5D6+3, from the Federated Arms LA15) is more effective than the 6.5mmH round (6D6-1).  Obviously, the average value is 0.5 points higher for the 7mm, but the probability curve of a 5D6 also helps make the 7mm more likely to deliver higher damages.

     

    Another example is the SP10 vest, which reduces 100% of 11mm or smaller AP rounds to less than 5 points of damage, and virtually guarantees that a 3-round burst from a SMG (12mm or smaller) will not produce 13 points of damage total (after BTM).

     

    Anyway, while having fun playing with the various numbers (I have a math and computer science background, I find these things fun :rolleyes: ), I started wondering what was common in peoples' game worlds.  I'm one of those people that figured everyone wore at least an SP14 jacket and less than SP18 meant you weren't ready for combat.

     

    So, what do players typically wear/carry in your games?  Do they go for the lightest possible armor (more SP10s) or load up (more SP20s)?  Do they carry hand cannons (more 12mms) or go for a realistic carry (more 9mm or 10mms)?

     

    I know this is a matter of taste and GM style, but I'm curious what your experience is (since I have little to none).

     

    P.S. If anyone is interested, I have the probability tables for 1D6 through 10D6, 1D10 through 10D10 and 1D4 through 10D4.  Since I didn't want to go through all the calculations, I looked on the web and these kinds of things just aren't there, so I brute-forced them with Excel myself.

  9. Reminds me of most editions of the Anarchist Cookbook.  Demo chip +3 that helps you make things that blow up in your face.  It's a sabotage chip for the human brain.

     

    I've always figured some skill chips come with equipment, provided you get the equipment in it's original packaging ("Uh, yea, it fell off the truck").

     

    Like a Scorpion SAM might come with a Heavy Weapons +4 chip that *only* works with Scorpions (hence the modifier higher than +3).  Or a hanglider might come with a Pilot: Glider +3 skill chip.

     

    Especially military gear (like the Scorpion example, if the troops are only trained on small arms) or high end consumer goods, like the next step beyond user manuals.

  10. Between perusing some random sourcebooks, reading some recent posts and reviewing the example skill levels in the core book, I have a question:

     

    What skill levels should various NPCs have?

     

    I prefer to use "absolute" skill levels for NPCs.  In other words, no matter how skilled the PCs are, NPC archetype skill levels stay the same.  People don't get more dangerous/skilled just because the PCs are.

     

    But what should the skill level be?

     

    For example, consider guards.  A basic renta-cop mall security agent should have Handgun +2 or so, maybe?  While a guard at Arasaka's headquarters should have Handgun +6 and an elite bodyguard would have Handgun +8?

     

    Attributes can follow an easy statistical guideline: Abe Average has REF 5 (*maybe* 6), while Sue Skilled has REF 7 and Bob Bada$$ has REF 9.

     

    What guidelines would you use for NPC skills?

     

    Should mention I'm only talking about archetypal and "cannon fodder" NPCs, not specific ones that are basically PCs run by the GM.  Like security guards, gang members, background civilians, bureaucratic corporate middle management types, etc.

  11. I don't have my books here at work to check, and I'm fiddling with an Excel spreadsheet, and I'm wondering:

     

    When is BTM applied to AP rounds?  Before or after dividing the penetration damage?

     

    For example, Bob fires a 12mm round (avg dmg = 15) at John who's wearing a light armorjack (SP = 14).  15 - (14/2) = 8.  John has a BTM of -2, so does he receive 2 points of damage (8/2 = 4 - 2 = 2) or 3 points of damage (8 - 2 = 6 /2 = 3)?

     

    Thanks.

  12. I like the concealment factors for armor.  I've frequently used the idea that wearing obvious armor marks you as either expecting trouble or paranoid, neither of which others want to deal with.  But if you can wear concealed protection, all the better.

     

    Well, I've been fiddling with 3G3, looking for a good conversion factor for rifle grade weapons.  I came to a final conclusion (I think):

     

    There is no accurate conversion value! :confused:

     

    Best I can come up with is to convert two or so known calibers, find their DVs, and compare subsequent DVs against them.  So, when looking for CP damage for a .303 British round, I compared its DV to the DVs for the 7.62 NATO and 5.56 NATO, finding ratios to each.  I then applied these ratios to the known CP values for the 7.62 NATO and 5.56 NATO, averaged it and found the dice values.  So, a .303 British round does 6D6+1 damage.

     

    It's inelegant, but it seems to work.

  13. I do like the weapon damages for the calibers listed, they are consistent within the game.  However, I'd like to add more calibers (I love to tweak things, what can I say?).

     

    But, since I don't know much about ballistics, I don't feel qualified to add new calibers by the seat of my pants.  So, I'm using 3G3 to give me new values.  "Will my great-grandfather's 30-06 go through his SP18 jacket?"

     

    I'm thinking now that I'll need to figure out a new conversion value (DV -> CP) for rifle grade weapons.  Compare the 3G3 5.56 to the CP 5.56, for example and find a new multiplier.

  14. Alright, so I got my hands on a copy of 3G3.  I can't quite figure out how to make a full weapon yet (some of the rules are a little hard to understand), but I have figured out how to convert ammunition to CP2020 damages.

     

    By 3G3, you take the bullet mass, muzzle velocity and bullet diameter to find the DV (3G3 damage value).  Multiplying this by .495 (thank you Psychophipps) should give you the average CP2020 damage.  Then divide by 3.5 (or 5.5 for the heavy stuff) to find the D6 (or D10).

     

    So, after a lot of web-surfing research and a little number crunching, I end up with CP2020 damages for TONS of different rounds.  But some values seem far off.  For example:

     

    9x19mm Luger (9mm Parabellum, 9mm NATO) - 2D6+3

    10mm (10x25mm Norma) - 3D6

     

    Both of these seem fine, roughly correct to standard CP2020 damages.

     

    5.56x45mm NATO (.223 Remington) - 6D6+3

    7.62x51mm NATO (.308 Winchester)- 8D6+1

     

    These, however, are much higher.  I don't doubt this is more realistically accurate (rifles can throw a bullet much faster than a handgun), but this could throw off all the SP values.

     

    Not sure what the question is exactly, but I'm just wondering if there are any comments.  Are the rifle damages broken?  Should there be a different scale for rifle damage when converting from 3G3 DV?  

     

    I'd like to compile a massive list of ammunition for use with the FLID weapon creation rules, but with damage values that match the standard.  Any ideas?

  15. Thanks for the tips on cover.

     

    But I'm curious about FIX's "hypotenuse" armor calculation.  It seems like it would basically negate using any armor layering at all.  SP14 layered with SP7 is only SP15 then.  The only way layering becomes truly effective is to use two armors of nearly identical and high SP (something over SP10 or so).

     

    SP4 (lowest skinweave) and SP6 (discrete corporate suit) is a favorite combo of mine, leading to SP11 by RTG's layering rules (enough to stop an average 10mm round while looking nonchalant).  But by the "hypotenuse" rule, this is only SP7, barely enough to stop a .38.

     

    I guess this is more realistic, but is it better in gameplay?  I've only played a few times and never GM'd, so I have little experience.

  16. Here's the question: how does environmental armor (cover) add to personal armor?

     

    Take, for example, Joe crouching behind a brick wall.  Joe is wearing a light armorjack (SP 14) and the brick wall is rated at SP 25, SDP  75 (snagged from Node16, since I don't have the book handy).  What is his actual protection?

     

    Is it additive?  14 + 25 = SP 39 for his protection?

     

    Layered? 25-14 = 9 so total cover is 25+3 = SP 28?

     

    Do you have to defeat the brick wall first?  25+75+14 = SP (effectively) 114?

     

    I'm leaning towards additive, since they're different things (he's not wearing the brick wall), but I'm not sure.

     

    Also, related but completely different: what about layering (regular) armor and RPA armor?  What if Joe from the above example is wearing the Militech RPA t-shirt under his jacket (SP 7 tshirt, SP 14 jacket, tshirt is AP-defeating).  For non-AP rounds, I imagine his protection is SP 18 (14-7 = 7, so 14+4 by standard layering rules).  But what if he's shot with an AP round (of one variety or another)?  Is his protection still SP 18 but cancelling the AP, or is it AP-defeating SP 12 (14/2 = SP 7 for jacket, layered with SP 7 tshirt)?

     

    A few questions, any answers?

×
×
  • Create New...