Alright, so last night I had a serious math SNAFU. I realized that if my pieces are scaled to 1:72, I should scale my ranges to such. Instead of trying to do the math myself, I just went to the internet and found a converter used for modeling - which is perfect. I made some arbitrary rounding to whole numbers, mostly up, sometimes down, to calculate distances.
I talked about the M16. After my research, and scaling to 1:72 scale, the M16 has a maximum effective range of 300 inches, which is 25 feet. My gaming table (which is actually two tables put together) is 60 inches by 72 inches. Although not necessarily accurate, I calculated smaller ranges by halving the maximum effective range twice, each halving being an easier shot. The maximum range the M16 can fire for my game's "Close range" modifier is 75 inches, which is longer then my table, except maybe diagonally.
So, that's what the ranges are in my game, to scale. It is interesting, as it makes calculating the modifier to a shot easier by not having to worry so much about range for most weapons, but I'd still like to make the space feel big. I don't want my pieces to go smaller then 1:72, however, so I must decide on realism or a more arcade-style to maximize on the small space.
With that in mind, I've decided to create two versions to my game: "Scale Appropriate Edition" - which is the most realistic, and "Arcade Edition" - which is designed so that you can get the most of the mechanics in a smaller, less realistic, playing space. After all, who wants to have to go to an acre of land to play a miniature game? Well, I would, if the space was in-doors and had Air Conditioning, but I don't have access to such, so I'll work with what I have.
For the Arcade Edition, I am currently set on taking the maximum value (maximum for Long Range modifiers), dividing by 5, and then dividing down from there. This may change during play testing. This will make the M16 maximum range 60 inches, which fits on my table. Figures with an M16 will be able to fire from across the table, but will have artificially contrived modifiers based on range - which gives the game more excitement as forces move closer and closer to each other for the best accuracy and lethality.
The only problem that arose in the Arcade Edition lied with the handguns. They had a ridiculously small range. As I want 2-inch to be "Point Blank", I decided to fudge the handgun ranges. The 9mm handguns have a +2 inch to all three ranges, just to make them viable. Everything else looks interested.
If and when I publish this miniatures ruleset on this blog, I will include both version. If and when people download it and play it for themselves, I look forward to seeing which version they prefer.
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