Ok,
So I finally managed to get my group together to play SR4, a few members couldn't make it but I had an ok turn out.
I have several questions or comments regarding the scenario and or the system.
1. The writing seems inconsistant:
For example: both illegally border crossings (ala using the coyotes) state that the tunnels are wide enough for a small van. However, further into the writing mentions things like:
"The only light available is what the PCs bring with them." Did the writer forget they were in a vehicle? headlights?
"A pack of ghouls are ... and will turn to attack the larger prey (the PCs)" Again, not only a vehicle but a van, at least 2 tons of vehicle, enclosed with upwards of a ton of passengers if you add a troll. Even at 10 mph 5 ghoul bodies will hardly cause any issues. Nice bit of speed bumpage there.
2. Enemy consistancy:
a. The main 'combat' is between 2 groups. 7 of the 8 enemies all have 1 IP and the remaining has 2 IPs. Which seems all fine and good. Except even using the archetypes the enemies are vastly outclassed. Enforcer, Gunslinger each have 3 IPs for example. Not only are they outclassed, they are approaching a vehicle from foot. Meaning the PCs have killer cover and armor bonus. The NPCs which have little and have their asses hanging in the wind get caught flatfooted with their massive 1 IP when a firefight breaks out.
b. The optional combat with the biker gang.
First option is to have all 1 IP realtively low skill/ armor/ attribute/ weapon bikers attempt to engage an enclosed vehicle with overwhelming firepower/ skill/ attributes.
Second option is to add a few gangers
Third option is to change that into a force ZDF that will largely be unstoppable by most any starting team. (I understand the ZDF is for higher karma characters)
If the main scenario combat is nearly a joke to archetype characters (it would be a pittance to a higher karma character) why have an exceptionally inferior option combat that could be made highly superior. Doesn't seem like this was really developed.
3. Back to the game system:
This refers directly to 2a and b above. The IP issue, it seems way too powerful. In old SR it was at least possible for most folks to have more or fewer action. SR4 gives everyone a flat guarenteed number of actions. Regardless of would levels or chance or anythign else.
I know that any of the NPCs could have spent an edge point to get an additional action. However, the importance of IPs make it clear in that scenario that the edge must be used prior to the NPCs actually realizing they would need it. Now that is easily done, through a leap of metagaming. Since edge is a metagaming tool I suppose this should be just accepted as is. I personally do not like to have my NPCs work with Metagame knowledge. (at least I attempt to remove that from their actions)
4. Last question:
Player handouts, what is the purpose of having the contact handouts show all their attributes and skill ratings and all the lovely wonderful non PC information, only to restrict the physical stats.
I assume it is so the player can hand the contact information to a new GM and that GM knows that contacts stats.
For my personal use I believe I will remove all the stats and skill information. Giving the player a basic description and a connection rating. The loyalty still remains on the character sheet.