From: | ANANDA%BSU.DECNET@***** |
---|---|
Subject: | Re: AP ammo...(and staging....) |
Date: | Wed, 27 May 92 14:28:00 CST |
>Anyway, if you want to play with mechanics, try something like this:
>Normal AP rounds (specially jacketed rounds, etc): increase Power by 1
>before armor. After armor, use normal Power, but reduce Staging by 2
>(minimum 1).
>Saboted Tungsten Carbide or Depleted Uranium: increase Power by 2 before
>armor; normal Power after armor, reduce Staging by 1 (minimum 1).
What exactly is your rationale for reducing the staging? Staging is a weird
thing. Usually, decreasing staging makes a weapon more deadly in applying
damage. Depending on the power of the weapon, however, it usually makes the
weapon less deadly when reducing damage. I've been running SR for a while, and
I still don't completely understand all the effects of staging numbers and the
effects of altering them. There was a discussion on it over GEnie some time
ago (I got it via the "official" net errata), and my overall impression is that
staging is one complex set of effects, once things like power and dice pools
are taken into account. I'd like to throw the whole mess at a statistics
package and see what an analysis turns out. Unfortunately, stats is not my
strong point, and the only stat package I have access to is an old version of
Minitab for the vax ... Has anyone done a detailed analysis of staging?
--Ananda
ananda%bsu.decnet@*****.msus.edu /ananda%bsu@*****.msus.edu \__if the .decnet
ananda%bsu.decnet@*****.bitnet \ananda%bsu@*****.bitnet / causes problems
"...just another device from the Plott Company..."
--DH