You're leaving out some of the math for us to be able to check your
calculations, not that anyone here would.
But also, in your enthusiasm for the common unit of measure, I think
you often jump several levels of "what's actually happening" between
point A and B. For examples:
What about the surface area per pound of force?
What about the hardness of the thing applying the energy to a body?
What about the hardness of the body or armor or object itself?
What about how strongly the receiver is held in place to resist the
incoming forces?
What about the angles and shapes involved?
I think your investigations are interesting, and the subjects are
all interesting, but often when I try to read and follow along, my
reactions are always similar:
1) That's an interesting and relative starting point.
2) Wait, where did those numbers come from and why are those the
units and equations?
3) Weird conclusions that seem off.
4) Doesn't GURPS already have a version of this, which is closer to
reality that both TFT and Jay's conclusion?
5) This would be far more interesting if Jay would start from GURPS
rather than TFT, and then try to get a step or two more accurate.
Recommendation: Get GURPS Basic Set, GURPS High Tech, and GURPS
Vehicles. Try to integrate your data with those. Then if you prefer
TFT's level of detail, work backwards from there.
For example, GURPS does have rules for explosions which start with
force, account for distance, break damage into concussion effect and
fragmentation (maybe heat too? don't remember). Also GURPS has
concepts which are missing in TFT but which seem the minimum
necessary to get from A to B with any level of meaningfulness in the
types of equations you are trying to solve, such as attack type and
target type, and damage effects for inanimate objects and levels of
destruction for human bodies...
--- Jay_Carlisle@charter.net wrote:
From: "Jay Carlisle" <Jay_Carlisle@charter.net>
To: <tft@brainiac.com>
Subject: Re: (TFT) 1 point of 'damage' vs. 1 point of Fatigue
Date: Thu, 28 Apr 2011 22:53:07 -0700
1 gram is a little tough to visualize for most of my players here
in the
states.
However, most d6 are a bit over 5 grams.
Now if I use the 3000 joules bit for 1 gram of TNT then Im talking
roughly
a ton in foot pounds, or about 10,000 foot pounds for a die six
worth of the
stuff.
This suggests that a players Figure standing on a point about 12
feet, or 3
hexes away from a d6 chunk of TNT would catch about 5.5 foot pounds
of force
across their body.
As I count 1 point of ST as 5.5 pounds moved 1 foot in 1 second Im
tempted
to call this 1 point of damage
That would suggest that it would take about 10d6 of TNT (about a
tenth of a
pound) to kill Joe Average @ ST 10 and 3 hexes away minimum.
The problem is that professional athletes generate forces between
1000+
pounds with a punch to 2000+ pounds with a football tackle and 3000+
pounds
for something like a Rampage Jackson body slam.
Now athletes are trained to receive such forces and also have
equipment that
goes a long way towards damage mitigation but the math works out to
about
350ish damage for a 1 ton blow which is what Joe ought to be able to
do with
a 10 pound sledge at the end of a 3 foot handle and a full swing.
Maybe its the abstract thing?
Pair it down by about 30% to account for training, 30% to account
for proper
equipment, and 30% to account for dynamic movement and your down to
10% of
that order of magnitude which is back in the ballpark of the back of
the
envelope Im considering.
So by the fault-lines of this idea Im at something like 4 trillion
joules
for a kiloton or about 725 billion damage on the point and subject
to the
inverse square much less other mitigating issues.
What do they call it on-line?
DPS?
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