Travis replied to Hal:
>
> Does GURPS have a model(outside of a bonus to skill) to account for the
> ability of an automatic system to do real-time processing of the sensor
> data to provide either an enhancement over-lay(like how many computer games
> will highlight items and enemies), or other augmented-reality type
> processing that could allow a user(biological or electronic) to spot or
> identify things that they may not have been able to see regardless of skill?
> 
> > As a suggestion?  Why not list the costs involved?
> >
> > More often than not, the military tries to get by with the "good enough"
> > train of thought instead of "optimal".  On the other hand, you might
> > consider that the military might have different suit types for different
> > purposes - much like Starship Troopers suggests.  Just a thought.  :)

The problem is how the various parts of the model interact:

* Size, range, speed are not TL-dependent, of course.
* Radical stealth or emission cloaking gives a (TL-4)*2 penalty to 
  detection. Same for stealth force screens, but I'm assuming that 
  isn't cumulative. Note that stealth force screens work against 
  all sensors, a true cloaking device ...
* From TL10 up, deceptive jammers work against thermal/PESA and 
  ladar, again (TL-4)*2 with a maximum of 20 which is reached at 
  TL14 and up.

If a vehicle can afford a maximum-size jammer, the total stealth 
penalty is 

TL   radar   ladar   PESA
 8   -16      -8      -8
 9   -20     -10     -10
10   -24     -24     -24
11   -28     -28     -28
12   -32     -32     -32
13   -36     -36     -36
14   -40     -40     -40
15   -42     -42     -42
16   -44     -44     -44

For sensors and sensor analysis, things look different.

* For the same weight, the nominal range of a PESA doubles from
  TL8 to TL11, then it is flat.
* There are other sensor types. FTL radar appears at TL?, but 
  the performance is based on the radar of that TL, so there 
  is a TL progression. (Note that this is an actice sensor.)
  It is not defined if deceptive jammers help against FTL 
  radars.
* Gravscanners are affected by deceptive jammers and emission
  cloaking. No joy.
* Ultrascanners have no detailed rules, but they are active,
  like a 'shoot me' sign.
* Neural nets for with Electronics Operation (Sensors) helps,
  too, but it substitutes the computer's skill for the human 
  one, which is significant because no roll is possible if 
  the 'technical' penalties are -10 or worse -- the signal is
  lost in the noise. So skills over 27 are pointless.
  Also keep in mind that the human skill is no longer added.

Assuming a 1,000-lb. sensor and a microframe neural-net with 
the biggest skill program it can run, we get

TL   PESA scan   FTL radar scan   skill
 8   25          57               15
 9   27          59               24
10   29          61               27
11   31          63               27
12   31          63               27
13   31          63               27
14   31          63               27
15   31          63               27
16   31          63               27

With a SM+5 target, effective skill WITHOUT SPEED/RANGE is 

TL   PESA
 8   37
 9   46
10   37
11   35
12   31
13   27
14   23
15   21
16   19

Subtract 10 for an even chance of detection and look it up 
on the speed/range table. A depressing sight. 

Anything I've forgotten?

Regards,
Onno
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