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Movement and its Effect on To Hit Difficulty
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CRMcNeill
Director of Engineering
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Feb 12, 2014 4:37 pm    Post subject: Movement and its Effect on To Hit Difficulty Reply with quote

It stands to reason that a moving target is harder to hit than a stationary one, yet the rules do not seem to reflect this. I've got some ideas for what I want to do, but I'd like to hear some of your thoughts first.
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garhkal
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PostPosted: Wed Feb 12, 2014 6:24 pm    Post subject: Reply with quote

Perhaps one could just adapt the rules for missiles/torps against ships to ground scales as well.
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jmanski
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PostPosted: Wed Feb 12, 2014 7:23 pm    Post subject: Reply with quote

add +1d TH per movement level? +1d to +4d for all out.
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CRMcNeill
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PostPosted: Thu Feb 13, 2014 12:08 am    Post subject: Reply with quote

I'm thinking more along the lines of, once the ship calculates its total Move for the round (Space x whatever Speed category the ship is traveling at), divide by 3 or 4, then add that to the difficulty to hit. Of course, then other factors come into play, such as angle of approach (a ship moving toward or away from the gunner will present a more stable target than a ship moving perpendicular to the gunner) plus the possibility that a lower speed combined with evasive maneuvers will make the target more difficult to hit than a ship traveling faster in a straight line.
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jmanski
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PostPosted: Thu Feb 13, 2014 12:37 am    Post subject: Reply with quote

I was thinking of someone running, which is why I went simple. Do you want something that translates to all movement or specifically for starship combat?
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CRMcNeill
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PostPosted: Thu Feb 13, 2014 12:47 am    Post subject: Reply with quote

All movement, ideally.
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jmanski
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PostPosted: Thu Feb 13, 2014 12:48 am    Post subject: Reply with quote

That will make it harder...
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shootingwomprats
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PostPosted: Thu Feb 13, 2014 12:55 am    Post subject: Reply with quote

Harder to hit because of movement eh? Here ya go, quick and easy

Cautious (1/2 Move): +1D skill modifier to skill roll.
Cruising (x1 Move): Nil
High Speed (x2 Move): -1D skill modifier to skill roll.
All-Out (x4 Move): -2D skill modifier to skill roll.

In all fairness I would think that there would be modifiers against the player too since they are moving and trying to perform actions, I mean its only fair right? So, use the same modifiers for the character who is doing the movement.

Though I am tempted give a bonus to hit someone who is running All-Out as they are trying to cover as much distance as possible and cannot even dodge. At that point its just a matter of leading the shot.

I think people are approaching this all. I think what you want to do is best captured in using the cover modifiers and environmental modifiers. In fact you could use the terrain modifiers to help as well.

Very Easy: +1D skill modifier to skill roll.
Easy: Nil
Moderate: -1D skill modifier to skill roll.
Difficult: -2D skill modifier to skill roll.
Very Difficult: -3D skill modifier to skill roll.
Heroic: -4D skill modifier to skill roll.

Just some ideas folks.
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Last edited by shootingwomprats on Thu Feb 13, 2014 1:00 am; edited 1 time in total
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CRMcNeill
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PostPosted: Thu Feb 13, 2014 12:59 am    Post subject: Reply with quote

Useful points, but under these rules, a YT-1300 moving All-Out has the same increased difficulty to hit as an A-Wing moving All-Out, even though the A-Wing is moving 3 times faster.
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garhkal
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PostPosted: Thu Feb 13, 2014 3:08 am    Post subject: Reply with quote

So base it on speed vice move level.
0-3 SU: +1D skill modifier to skill roll.
4-6 Su: Nil
7-9 Su: -1D skill modifier to skill roll.
10-12 SU: -2D skill modifier to skill roll.
13-15 SU: -3D skill modifier to skill roll.
16-18 SU: -4D skill modifier to skill roll.
and so on..
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Lane Arroway
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PostPosted: Thu Feb 13, 2014 9:02 am    Post subject: Reply with quote

While the rules don't "specifically" mention difficulties to hit a moving target, they do leave it to gm discretion to add modifiers to the situation.

For example: Say Joe is about to shoot at a jogger. If he shoots at the jogger when he stops to take a break, Ill say its a moderate difficulty for range. If he wants to shoot the jogger as he's running, Ill say moderate with a +10 mod. I might go with a +5 per speed level to start with. I haven't tried this in my games yet.
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Quetzacotl
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PostPosted: Thu Feb 13, 2014 10:31 am    Post subject: Reply with quote

Well, if the subject just moves, it isn't really harder to hit it.

The Problem arrives when it tries to evade you (or rather the projectile that comes from your weapon).

The Jogger isn't particularly more difficult to hit then a stationary object. It should only be around +2. That is because you can anticipate where the jogger will be in the future.
It's only then difficult, if he moves in a quasi random pattern or in ways you can't anticipate.
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CRMcNeill
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PostPosted: Thu Feb 13, 2014 12:29 pm    Post subject: Reply with quote

Target moving vs. target not moving = additional factor to calculate for accuracy = harder to hit.
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Lane Arroway
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PostPosted: Thu Feb 13, 2014 12:59 pm    Post subject: Reply with quote

Quetzacotl wrote:
Quote:
The Jogger isn't particularly more difficult to hit then a stationary object. It should only be around +2. That is because you can anticipate where the jogger will be in the future.
It's only then difficult, if he moves in a quasi random pattern or in ways you can't anticipate.


Yeah, maybe a base of +5 is too high. Still, a modifier depending on the situation is called for. The jogger example would be an easier shot than, say, a cop chasing a suspect. Erratic movements from the suspect would get a higher modifier. It's these kind of situations that separate the pro shooters from the noobs.
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DougRed4
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PostPosted: Thu Feb 13, 2014 4:07 pm    Post subject: Reply with quote

Interesting question that has been discussed here a bit before (I found a few Googling the topic).

I find it curious that when I first joined here (just a year ago), I seemed to like the RAW just fine.

But half a year later, I embraced some penalties for movement durng combat, at least for characters.

Right now we don't use any penalties for ships in space (where you already can add high Maneuvers to great Piloting rolls), but use the following for characters on the ground:

Movement during Combat

When combatants are moving, the following penalties apply:

Shooter is moving more than 10 meters per round: -1D

Target is moving more than 10 meters per round: -1D

In addition, if the target is moving exceptionally fast (often via a jet pack or rocket pack), the following numbers are added to the difficulty:
Target is moving 40-79 meters per round: +3
Target is moving 80-159 meters per round: +6
Target is moving 160 meters or more per round: +9
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