Sniper scopes - how to model?

ogre said:
To address your 'sneak up on you when scoping aspect' you could simply apply a penalty to the shooters spot check equal to the zoom multiplier, so in your case a -2 or -10 when using a x2 or x10 zoom respectively. Simple, anyway. Consiquently, I have binocs work like scopes, which has a spot check penalty based on the apparent distance, not actual, though your right, the arc would be narrow due to being zoomed in so far.
My 2 pence.
I really like this. A lot. Consider it yoinked.

Later.
 

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In this universe, running around in close combat while shooting and zooming with a scope is considered an excellent tactic.

I find that statement a bit odd. Sure it works great in the game, but I can't really see it feeling very real if you try to convert it to paper and dice. Also the reason you can do this in halo is, one, due to the way the game works, and two, the master chiefs unhumanly steady aim. Marines and others don't have that.

I reckon you need to concentrate on the content of the halo setting rather than trying to make it play like the game. Theres lots of tactics that work well in the game that are absurd in reality. Just think of jump sniping; how often do real snipers hide behind rocks jumping into the air to fire knowing that their sights will stay perfectly aligned? Its not the halo universe that lets you do this stuff, it just the way the game works.

I don't want to sound like im ranting, I'm just saying recreate the game world, not the game engine. er...know what I mean? :\


How are you going to handle classes and leveling?
 

The Edge said:
I find that statement a bit odd. Sure it works great in the game, but I can't really see it feeling very real if you try to convert it to paper and dice. Also the reason you can do this in halo is, one, due to the way the game works, and two, the master chiefs unhumanly steady aim. Marines and others don't have that.

I reckon you need to concentrate on the content of the halo setting rather than trying to make it play like the game. Theres lots of tactics that work well in the game that are absurd in reality. Just think of jump sniping; how often do real snipers hide behind rocks jumping into the air to fire knowing that their sights will stay perfectly aligned? Its not the halo universe that lets you do this stuff, it just the way the game works.

I don't want to sound like im ranting, I'm just saying recreate the game world, not the game engine. er...know what I mean? :\
QFT.
 

I use the Star wars model (published in their last game mag), which appears to be identical to ogre's model.

A scope has a rating. Before figuring bonuses or penalties for range, divide the distance to target by the scopes rating. This is the distance you figure in mechanics.

While using the scope, you're aiming and considered flat footed. You cannot move more than 5 ft and still gain the use of the scope (of course, rules can be changed).

The cost of a scope is the scopes rating cubed x 50. Aditional features (IR, low light, etc) add one to the scopes rating when figuring its price.


For your idea, you can have the scope toggle between ratings as needed.
 

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