The INT+Firearms multiplier is multiplied by the Maximum Speed to get the number of CA.
The quick and dirty of it is that the hit probability for a bullet is given by the equation:
P(hit) = 1-e^{-\frac{r}{\sigma}}
Where r is the target radius, and σ is ⅔ the average miss radius. Phoenix Command, which I'm developing off of, uses a logarithmic scale for r/σ. This makes it
P(hit) = 1-e^{-2^{\frac{A}{5}}
Where:
A = \log_2(r) - \log_2(\sigma)
Allowing us to use tabulate P(hit) for multiple values of A.
To calculate BA for a given range r, you can use:
BA = 18 + 9 \times \log_2(j/r)
Where j is the weapon's 'effective range', which can usually be found on Wikipedia, in field manuals, etc.
Eukie
Thanks for the info, took me a bit but got a handle of the r/sigma element of the formula, pretty clever. So that's how you derived you EAL to TN table then?
Also, thanks for the BA formula, pretty useful can adapt it for my system.
Now a few comments on your original thread
SUPPRESSION INDEX
I actually like this a lot, I have read the study on the concepts behind it, and it makes people act more realisticaly in combat, and adds value to massed fire, and makes flanking and similar tactics viable.
From what I read in the document, it looks like you have a pretty usable system. Though not seeing the tables. As I said, suppresion as part of tactics is smart, and makes it possible for people to advance and flank without getting massacred.
So, is there anything I can help or comment on to help you with your work on this, as you said you are still working on it. THugh to be fair, some of the math is pretty hard for me to grok, but I get it after a while of messing around with it.
Thanks again for your answering my questions.