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How Do You Do Reflex Sights in Twilight V2.2?
I was curious as to how those of you in this forum handle Reflex or "Red Dot" sights? I haven't needed this until now so here is my take.
A reflex sight's primary advantage is that it enables you to line up a target with a single object (the red dot or crosshair) instead of two objects (front and rear sights). This is not only faster than "Iron Sights" (with their complex alignment) or Magnified Optics (with their limited field of view, eye relief, and parallax), but also a bit more precise in "snap shooting." While these sights are really fast because they are basically "Parallax free" and have very long "Eye Relief," They really don't provide much of an advantage over either Magnified Optics or Iron Sights on an "aimed shot." This is due to both a lack of magnification and the "coarseness" (size) of the typical red dot. These sights DO help in low light, though. My idea is this: I am going to give the Reflex Sight BOTH a Reduction of 1 on Weapon Speed AND an increased Hit Probability on Snap Shots. However, there will be NO Hit Probability increase on Aimed Shots. Thus my Hit Probabilities would look like this (please note that I use different Skill Difficulty Levels so I will post MY Skill Multipliers in Parenthesis). My Chances To Hit Will Be: Snap Shot:....................... Iron Sights: ............................. Reflex Sights: Point Blank Range: ............... Routine (Skill X 1.5) ................... Easy (Skill X 2) Short Range: ....................... Average (Skill) .......................... Routine (Skill X 1.5) Medium Range: .................... Difficult (Skill X 0.5) .................. Average (Skill) Long Range: ........................ Formidable (Skill X 0.25) ............ Difficult (Skill X 0.5) Extreme Range: ................... Impossible (Skill X 0.1) .............. Formidable (Skill X 0.25) Maximum Range: ................. NOT ALLOWED ........................... NOT ALLOWED Aimed Shot:.................... All Sighting Methods: Point Blank Range: ............. Very Easy (Skill X 3) Short Range: ..................... Easy (Skill X 2) Medium Range: .................. Average (Skill) Long Range: ...................... Difficult (Skill X 0.5) Extreme Range: ................. Formidable (Skill X 0.25) Maximum Range: ............... Impossible (Skill X 0.1)* *Other conditions apply. I figured they would also have the same advantage as Night Sights when used in low light in my game. Magnified Reflex Sights: I know some Reflex Sights are magnified in real life. The Steyer and H&K X1.5 power red dots, as well as FN's X1.6 power red dot on the FN2000, come to mind immediately. I think I will allow magnification UP TO X2 to still use the Reflex Rules above AND GIVE THEM THE RANGE ADD OF MAGNIFIED OPTICS AS WELL (See my posting in Kdusk's Thread Sniper Shots for how I do Magnified Optics). Beyond X2 Magnification, both Eye Relief and Parallax (which are both present in magnified optics) would NEGATE the increase in Hit Probability. For the lower quality FN2000 X1.6 sight, I will add 2 meters. For the higher quality Austrian and H&K X1.5 Optics, I will add 3 meters to the range of the AUG, G11, and the CAWS. Magnified Combat Optics: I am going to treat Magnified Combat Optics like the Trijicon ACOG and the Elcan as Magnified Optics (a X4 Power Optic would provide a 10m Range Bonus to short range, be one level more difficult to hit with at 20 meters and two levels more difficult to hit with at 4 meters) WITH the following BONUS for the illuminated reticule and wider field of view. The older Tritium models will receive a bonus of 1 on To Hit Rolls (ie a 15 becomes 14) in daylight and a bonus of 2 (ie a 15 becomes a 13) at night. The newer digital and FiberOptic models will get a bonus of 2 (ie a 15 becomes 13) in both conditions. They will also have the same advantage as night sights in low light. Red Dot Magnifiers: When an operator puts a separate magnifier in front of a Reflex Sight, he will essentially convert that Reflex Sight into a Magnified Combat Optic by doing so. All the rules for Magnified Combat Optics WILL apply and the bonus in Hit Difficulty WILL BE NEGATED due to the parallax and eye relief imposed by the Magnifier. If the Magnifier is a flip type, the operator can transition between the bonuses for a Magnified Combat Optic and a Reflex Sight. The sights will generally only add their Magnification to the rifle's base range (ie a X3 power Magnifier adds 3 meters to the base range) due to the imprecise nature of the placement of most Magnifiers in relation to most Reflex sights . Anyway, these are the preliminary rules I have right now (and are of course subject to change). How do you handle Reflex Sights in your game? Swag Last edited by swaghauler; 07-01-2016 at 04:19 PM. Reason: added my range calculations for magnified optics |
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