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Sniper scopes - how to model?
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<blockquote data-quote="ogre" data-source="post: 2952553" data-attributes="member: 4671"><p>What I did with scopes was have them simply lessen the apparent distance of the target, and thus the range penalties to hit.. Still, players sigh when they ask "what bonus do I get to hit with my high tech scope" and I tell them none, but your range penalties are less.</p><p>Anyway, what I do is simply calculate the range according to the multiplier of the scope. So, if you have a x2 scope, something 400 feet away, appears 2x closer, or 200 feet away. Then you use the range increment of the weapon and the standard -2 per increment up to 200 feet. So if it had a 100 foot range increment he would be -4 total to hit at 400 feet with a x2 scope, instead of a -8 without the scope.</p><p>With a x10 scope the target would appear 10x closer or only 40 feet away, and with the same range increment weapon at no penalty to hit.</p><p>Still, the attacker needs to spend that attack action to acquire the target.</p><p></p><p>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.</p><p>My 2 pence.</p></blockquote><p></p>
[QUOTE="ogre, post: 2952553, member: 4671"] What I did with scopes was have them simply lessen the apparent distance of the target, and thus the range penalties to hit.. Still, players sigh when they ask "what bonus do I get to hit with my high tech scope" and I tell them none, but your range penalties are less. Anyway, what I do is simply calculate the range according to the multiplier of the scope. So, if you have a x2 scope, something 400 feet away, appears 2x closer, or 200 feet away. Then you use the range increment of the weapon and the standard -2 per increment up to 200 feet. So if it had a 100 foot range increment he would be -4 total to hit at 400 feet with a x2 scope, instead of a -8 without the scope. With a x10 scope the target would appear 10x closer or only 40 feet away, and with the same range increment weapon at no penalty to hit. Still, the attacker needs to spend that attack action to acquire the target. 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. [/QUOTE]
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