[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
RE: [HOE] Junker's, Railguns, AP Ammo, Ammo Processors (somewhat long?)
Also, it's important to note here that (IRL) rail guns fire ferrous
projectiles which are considerably smaller than that of standard rifles.
What I'm saying is that a 4mm railgun often has a greater potential to cause
harm (either through armour penetration or sheer kinetic impact) than a 7.62
or even larger rifled round. However, this potential is limited (purely by
physics) by the actual MASS of the railgun slug.
Therefore I would tend to agree that (generally) the range and damage for a
rail gun are set, and that the only thing that can be 'modified' on the fly
would be the AP value.
Of course, if the slug you are propelling at you target is simply jacketed
lead, it's going to have a lot less penetration than a solid steel round
(but then you tend to get into issues of overpenetration).
Maybe the solution would be to put a variable on the Ammo Processor, to
enable it to construct more 'elaborate' rounds, ie AP ammo. Maybe
something like:
AP Level Slots
0 10xAmmo Size (Standard)
1 2x10xAmmo Size
2 3x10xAmmo Size
3 6x10xAmmo Size
4 9x10xAmmo Size
5 12x10xAmmo Size
6 15x10xAmmo Size
Having an AP rating beyond 6 is probably a case of overkill, and if I were
the Marshal, I wouldn't allow it anyway.
So tell me, what y'all think 'bout that?
Ashley.
> -----Original Message-----
> From: Robert Holland [SMTP:robert@macauley.com]
> Sent: Tuesday, October 24, 2000 6:32 AM
> To: hoe@gamerz.net
> Subject: Re: [HOE] Junker's, Railguns, AP Ammo, Ammo Processors
> (somewhat long?)
>
> >Rail Guns do use a Range Increment. It call for you to use the Gunsmith
> for
> >Range Increment and RoF.
>
> What I meant was that the range increment of the gun has no effect on the
> drain.
> It seems to me that a range increment 500 railgun would require more power
> than
> an RI 10 railgun firing the same size projectile. Or, at least, that
> reducing
> the AP below its maximum value reduces the range by 10% per AP level lost,
> so
> (for example) if you have an AP3 RI 500 railgun and drop its power output
> by 75%
> (to AP0) then you wind up with an RI of (500 - 30%) = 350, because the
> decreased
> muzzle velocity also decreases the speed and range of the projectile.
> This,
> actually, would be an effective brake on the maximum AP value for
> processed-ammo
> guns; the higher AP it's capable of achieving, the worse the RI will be
> when
> fired at low AP levels. (If you wanted to be a real bastard, you could
> make the
> range penalty equal to the power drop, so the aforementioned AP3 RI 500
> railgun
> fired in AP0 mode would have an RI of 500 - 75% = 125...)
>
> >Lastly a Rail Gun uses energy to hurl lead at an object, increasing the
> >power would make for hire penetration. Bigger projectiles cause bigger
> >wounds, not faster ones.
>
> This does make sense, now that I think about it. I still have beef with
> the
> range thing, but (at least for game-mechanics purposes) I can see how
> boosting
> the velocity would not necessarily increase damage.
>
> --Robert Holland
>
>
> To unsubscribe, send a message to esquire@gamerz.net with
> unsubscribe hoe
> as the BODY of the message. The SUBJECT is ignored.