From: rcashman@cs.ulowell.edu (The Jester)
Subject: Re: SRUNII:  Laser sights and SG links
Organization: University of Massachusetts at Lowell Computer Science
Date: Thu, 12 Nov 1992 05:48:10 GMT

Jeff Wilder divulges:

>1)  SRII fixed one of the major glaring problems with the SR combat
>	system--namely, that weapons were not deadly enough when they
>	hit their targets.  Bullets kill.  SRII now reflects that.
>	*However*, the other side of the problem was not addressed--
>	namely, that it was entirely *too* easy to hit with those
>	non-deadly weapons.  Now that SRII has fixed the first prob-
>	lem, the second is probably becoming clear to most of you. :-)


I am forced to disagree with your asessment.  I am an NRA Yoeman and
my roommate is a qualified Expert with the M-16.  We both agreed that
its pretty tough to miss with *ANY* gun at what SR2 terms short or even
medium and long range.  That's whether you're skilled in firearms use or not.  
And that's nowadays.  I'd assume that, by 2053, weapons technology has 
improved so that standard point-and-shoot is even simpler.

Now, while moving targets are MUCH more difficult to hit than stationary
ones, the game DOES provide negative accuracy modifiers for just such
circumstances.  Point being that its real easy to get waxed in a fight
where firearms are used.


>2)  Laser sights do not increase the shooter's accuracy directly, but
>	rather rely on subsequent observation & correction of the point
>	of laser contact.  The following rules reflect this.


Bullshit.  I've fired a gun with a laser sight on it.  You know where
to aim because you've got a pinpoint of red light where the bullet's
going to hit, not because you pull some sort of twisted forward-observer
maneuver.  Accuracy of the shooter IS directly increased because you
know exactly where you're aiming.  When I shoot, I don't fire and
then aim.


>3)  A smartgun link (but not smart goggles) works similarly to a laser
>	sight, but the process is condensed into one simple action, rather
>	than requiring two.  (This simulates the increased speed of 
>	response I envision for cybernetic targeting systems.)  Target
>	Numbers, however, as always, remain normal (i.e. 5, at Short
>	range.)


I envision a smartlink as a pair of crosshairs that are superimposed
upon the user's field of vision at his aiming point.  I'd assume that
most SR2 players would agree with this, since it's consistent with the
description of the smartlink given in the rulebook.  If I am correct,
then you can refer to my response to your garbage about laser sights
above.


>4)  The user of a laser sight or SG link may *always* choose not to
>	pull the trigger, even after he has rolled the dice.  (This
>	simulates his dissatifaction with the lie of the laser or
>	crosshairs.)  However, he must so choose before the defender
>	rolls his resistance dice, and any Combat dice allocated are
>	still consumed.  The main advantage of this is conservation of
>	ammunition.  I would not allow this choice for shots that have
>	Targets modified for previous recoil.


Since you have no understanding of basic aiming principles, and even less
understanding of how a laser sight enhances a shooter's accuracy, you're
wifty little game mechanic is pointless.  I simply allow my players
to calculate thier target numbers and then opt whether or not to shoot.
With any sort of accuracy-enhancing hardware, it becomes a great deal
easier to gauge the difficulty of a shot, but not so much so that you
can "take back" a bullet that you've already fired.


>5)  I use a modified "Rule of One," as well.  If greater than 1/2 of the
>	skill dice come up "1s," treat it as a normal "Rule of One" result.
>	This makes fumbles *possible*, but keeps them relatively rare, and
>	still dependent on skill level.  A highly skilled person will
>	still fumble much less often than a novice.


If I may ask: why?  Fumbles are already possible (albeit improbable), and,
with the increases in weapons technology that I hope are available by
2053, rightly so, because gun malfunctions SHOULD be rare.  Furthermore,
the current system works fine because a novice is MUCH more likely to jam
or misfire a gun than an experienced shooter.


-------------------------------------------------------------------------------
Brett Cashman (The Jester)			    	rcashman@cs.ulowell.edu

"There's a place I like to hide,
 A doorway that I run through in the night."		- Geoff Tate
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