QUOTE (bobbaganoosh @ Sep 21 2011, 01:55 AM)

As it is now, movement speeds are a pain to work with because they're measured "per combat turn", with characters having anywhere from 1 to 4 passes per combat turn. It also brings up the question about running penalties applying over multiple passes, and stuff like that.
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I find the movement not too hard. Divide by 4. The glitchy bit is Sprint tests, so just clarify those. And, of course, re-calibrate the movement speeds so they're reasonable. Personally, I'm fine with removing the whole system of base speeds. Let trolls be tall and not-any-faster… unless they invest in Sprint.
Right. That's why I'm saying move it from speed per combat turn, to speed per combat pass. And simplify things a bit so 1 pass = 1 second, just for ease of conversion. Saying you move 20 meters per 3 seconds is kind of awkward, 2 meters per second is a legitimate unit of measurement. From there you just clarify the rule to make sure that people move every pass regardless of whether they have an action that pass or not.
It's still functionally the same rule, but it makes more sense and is easier to work with and explain to people.
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As for the FA working over multiple passes, could you describe what you're proposing a bit better? It seems like you're saying that FA should be measure in bullets per combat turn, with a penalty applied if you shoot on a pass when you don't have an action, which doesn't make much sense...
Okay sure. What I'm saying is, Full Auto is basically just holding down the trigger full out, as opposed to burst fire, where you're pulling the trigger multiple times to shoot in controlled bursts. But the way the system works now makes it so getting extra initiative passes actually multiplies your rate of fire. A guy with 1 IP can only shoot 10 bullets per 3 seconds, while a guy with 4IPs can shoot 40 per 3 seconds. That's a pretty big difference. Then you also have the complication that Supressive Fire lasts until your next action, whenever that is, but only costs bullets when you activate it. So a guy with 1 IP can supressive fire for a whole 4 seconds with 10 bullets, while a guy with 4 IPs spends 40 bullets doing the same damn thing. Neither one of these scenarios makes a ton of sense.
So instead what I'm proposing happens is, the guy with 1 IP takes his action to full auto. Say he has 10 recoil comp somehow or another, and has a dicepool of 14.
His first pass, he has no penalties for recoil, as his 10 recoil comp eats that full recoil amount no problem.
His second pass, he's still stuck full autoing despite not having a pass, and he has 1 recoil comp left, so the remaining 8 uncompensated recoil becomes a penalty, leaving him with 6 dice this pass.
His third pass, he has no recoil comp remaining, so he takes an additional -9 penalty. Unfortunately, that leaves him with no dice to roll. So instead of getting to actually target anyone, his weapon fires pretty wildly, acting as a 1 success suppressive fire. Pretty much just wasting bullets, but the occasional unlucky fool might get hit.
His fourth pass ends up just like his 3rd, because he still has no dice.
The end result is he fires 40 bullets while full autoing that turn, just like anyone else.
Another example, this time of someone with 2 IPs, using supresive fire. The guy has the same dicepool and recoil comp as before, for simplicity.
First pass, you supressive fire, recoil comp is more than enough to handle it, so there's no penalties and he scores 5 hits.
Second pass, you choose to supressive fire again, since you did have an action this pass, recoil comp resets, and you have your full 10 available again. So no penalties, and 5 hits.
Third pass, you don't have an action, but since you were supressive firing the previous round, you continue doing so but without resetting your recoil comp. So now you take a -8 penalty, and only roll 6 dice, giving you only 2 net hits on your supressive fire.
Fourth pass, you now have no dice remaining, you're treated as suppresive firing with only a single net hit.
Of course, you can mix it up. Say a guy with 2 IPs on round one does a long burst, and a short burst, then second round full autos. Or Full Autos, then on round 2 switches to supressive fire. But if on your last IP if you are holding down the trigger for a full auto, that is what you continue doing for the rest of your IPs, because you don't have the actions available to choose to stop, or do something else.
It is important to note that this does make full auto a more attractive option for slower characters. On the other hand, slower characters likely have smaller dice pools and less recoil comp, so will hit that supressive fire zone more quickly, so it pretty quickly turns into a lot of bullets flying around that effectively just reduce character's dodge dice, at the cost of a ton of ammunition. Which is honestly fine.