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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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