General > Discussion
hit probability and movement
kurja:
How does movement affect weapon accuracy/hit probability? If an actor moves during his turn, then fires, or remains still before firing? If a target has moved during his last turn, is this considered a moving target and thus more difficult to hit?
geever:
No, I don't think there is a penalty for moving. It's not that complicated (IMHO). The different fire modes (with different TU usage) model the "How difficult to aim" problem. Soo simple. :)
-geever
kurja:
--- Quote from: geever on December 07, 2011, 11:19:11 am ---No, I don't think there is a penalty for moving. It's not that complicated (IMHO). The different fire modes (with different TU usage) model the "How difficult to aim" problem. Soo simple. :)
-geever
--- End quote ---
I agree. But what about target movement? I think it should matter, for benefit of both gameplay and apparent realism.
Jon_dArc:
Non-simultaneous movement is such a big departure from realism in this area that I don't really see target movement helping. I think a better way to model this, if it's desired from a gameplay perspective, would be to permit reserving TUs for evasion (or simply applying a penalty to hit based on remaining TUs, subtracting the appropriate amount for Reaction Fire reservations).
Now that I think about it, the big issue with this kind of thing is that to-hit is done by having the target occupy a stationary volume and the attacker's shots emerge in a cone. Either of our suggestions would basically mean that shots spread variably depending on the characteristics of the target. Also keep in mind the ability to aim and fire at empty space in front of a target—I think the whole concept of having to-hit vary on anything about the target other than its silhouette is a non-starter without completely changing the combat system.
~J
kurja:
--- Quote from: Jon_dArc on December 07, 2011, 04:32:39 pm ---Non-simultaneous movement is such a big departure from realism in this area that I don't really see target movement helping. I think a better way to model this, if it's desired from a gameplay perspective, would be to permit reserving TUs for evasion (or simply applying a penalty to hit based on remaining TUs, subtracting the appropriate amount for Reaction Fire reservations).
--- End quote ---
I beg to differ, as in reality one doesn't dodge bullets - but it is more difficult to hold a steady aim at a target that's moving rather than staying still.
--- Quote ---Now that I think about it, the big issue with this kind of thing is that to-hit is done by having the target occupy a stationary volume and the attacker's shots emerge in a cone. Either of our suggestions would basically mean that shots spread variably depending on the characteristics of the target. Also keep in mind the ability to aim and fire at empty space in front of a target—I think the whole concept of having to-hit vary on anything about the target other than its silhouette is a non-starter without completely changing the combat system.
--- End quote ---
Well, in that case :(
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