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Rules for realistic projectile combat ?

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Rules for realistic projectile combat ?

Tips: 0.00 INK Postby xXcandlejackXx on Thu Jun 02, 2016 3:58 am

As some of you may or maynot know, I have been working on figuring out a fair set of rules for a T1 style combat based with projectile weapons. Be it Archery, firearms, or scyfi weapons.

And I've hit a dead end, I've managed to hammer out some rules for a particulate weapon and now I need to test to see what works and what doesn't and how we can better refine these rules.
If anyone has ideas or would like to give it a shot, no pun I swear, Please give me a shout.

I want to make fire fights in role plays be more than a pissing match, I want it to play out something like chess between two skilled players.


If you see any issues point them out please.










Firearms based T1 “Sniper” duel



F1S1

Firearms rank 1 sniper rifle rank 1


Basic rules

1: No auto hits.

2: There is predefined space, OOC creation of cover is against the rules, IC creation of cover I.e pulling a door open or knocking a table over is allowed only when the player is

Not being actively shot at without prior mention of said cover.


Not detected by enemy player I.e before being targeted.

3: Before a killing shot is dealt a target gets 1 post to react. ( need to test) 1 second for trigger pull, + flight time to target.


4 OOC information cannot be used IC.

5: in S1 there is no wind, bullet drift, or other effects besides flight time, and bullet drop to be accounted for. ( Target factors , such as movement , Line of sight, and cover need to be considered)

6: All gear and equipment must be accounted for within the characters sheet. Ammunition is finite and should be treated as such, as should weight.




THINGS TO CONSIDER


Taking the shot.
When firing in a text based setting the player must consider the following


LINE OF SIGHT.

Line of sight, if you can see him, he can probably see you. There are a couple instances where this is not true, such as High to low environmental shooting I.e Someone is hiding behind a low wall, and you’re on a roof top, you might see the edge of their head, or weapon.But as a general rule of thumb, If you can shoot them, he can shoot you. Tho that might not always be so easy to do.
Aiming

Aiming is not instantaneous, not even for skilled shooters. It take time to raise, shoulder, acquire sight picture, find your target, steady point of aim, and fire.

If you, think about how hard it is to lift a 7 lb weight. Now, sit that on the end of a 3ft pole and raise it. Not as easy as it sounds, go try it, I’ll wait.




Stance and Stability: : What stance a shooter is taking changes how steady the shooter is leading to. Typically the lower you are and more balanced , the better stance you have. Shooting rest, leaning on objects or bipods improve the stance increasing stability.The steadier the shooter, the more accurately placed the shot will be. Less steady, less likely to hit what you’re aiming at, and the opposite is also true.


Point of aim , point of impact.

When shooting, your point of aim, is typically Where you THINK the bullet will land after it has been fired, Point of Impact , is where the bullet lands after it is fired. These are not always the same thing, most of the time they are not. The point of impact can only be confirmed by firing a round at a target. We can assume each character has their weapon zero’d for a certain distance, and work from there. But more on that later.






Distance : The distance to the target , if it is known or unknown is a huge factor after a greater distance. After a distance of 300 meters Known vs Unknown hit chances are substantially different. Known distance has no added “debuffs” unknown distance has a negative debuff equal to the hundredth of the distance I.e a 310 meter target has a 3.1 increase in weapon spread to simulate miscalculation or misjudgement of distance. Not only that, but you also have to consider if your target is stationary or not, more factors stacking against that auto hit of yours…




Multiple rounds.
recoil.
The force that produces muzzle climb. This will cause you to lose sight picture, and force you to go through the aiming sequence again. More shots fired, more muzzle jump.

Bolt action weapons
Bolt action weapons require the user to manually reload after each round is fired. It only takes an additional second, must be done before aiming and firing again .



Can you shoot through it?

In S1 combat, you can not shoot through objects unless it is paper thin. Doing so will result in a miss. Chain link / bar metal fences are the exception.

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Re: Rules for realistic projectile combat ?

Tips: 0.00 INK Postby Absenthia on Sat Jul 02, 2016 6:12 pm

This is for a sniper rifle which you know is all well and good, but what about smaller guns and other long guns?

I would also like to point out from my limited knowledge of a sniper rifle set up, that you have wind speed and direction to contend with. It can have the potential to adversely affect your shot.

But, I do like this because it's showing how while "anime physics" are cool, they sure as hell can't apply if you're going semi-realistic.
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