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Re: (TFT) Rates of Fire
>>>>Michael,
>>>> I have edited the tables a little. Just to try and force them to
line
>>>>up. To that extent I trimmed the decimials. My comments are at the
end.
>>>>They are divided into three sections as outlined.
>>>> 1) Making sure I understand
>>>> 2) Pointing out what might be errors
>>>> 3) Making a suggestion to extend the first table
>>>>
>>>>1) Making sure I understand
>>>> So if I have this right; one can tell if a specified ROF is going
to
>>>>have a DX bonus based on the decimal. That is to say, after dividing
the
>>>>ROF by 12, if it doesn't fall on an even quarter (1/4 - 1 or .25 .5 .75
1.0)
>>>>incriment then there is a ROF bonus. An increase of the ROF by one.
In
>>>>example here is a small section of the table.
>>>>
>>>>>SAMPLE TFT ROF (rpm/12)
>>>>>ROF
>>>>>6 1/2 0.5
>>>>>8 1/2 (1/1 if DX 14) 0.66
>>>>
>>>> What I'm seeing here is that 0.5 is a precise 1/2 ROF.
>>>> The 0.66 denotes a 1/2 ROF with a ROF bonus.
Exactly. That's the intention. You can tell what kind of DX is needed to
fire additional shots by how many shots the weapon "could" fire in a
minute.
>>>> The second example is take from the Autofire weapons. Even though
the
>>>>>128 2/1 (3/1 if DX 9+) 2.13
Yes. 128 rounds per minute means the weapon is an Autofire weapon that can
fire 2 "bursts" per turn or 3 "bursts" per turn if DX 9 or more. I realize
than DX 9 is low, but I routinely have 'thugs' and 'grunts' with this low
DX. If you dont, then it doesn't matter what you do if you give NPCs
automatic weapons - PCs will die like flies!
>>>>2) Pointing out what might be errors
>>>> I notice that on the second table you have ROF bonuses for
decimals
>>>>that don't appear on the first table. For instance, take my first
example.
See revised table and please let me know what you think - I appreciate the
input!
Michael
=====
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