QUOTE (Cthulhudreams @ Nov 4 2008, 09:20 PM)

So, clearly an extra IP isn't as good as a whole extra person. It doesn't give you a second body track, and it makes you act 'slower' in that all the guys in IP 1 get to shoot and then you get your second shot.
However, is a guy with 4 IPs better than 2 dudes with IP each? Probably, he has twice the firepower but half the hitpoints, and will go first in IP 1.
So how much of a force multiplier is each IP do you reckon?
I would put each IP at around a +75% combat effectiveness to a character vs not having extra IP. You're right in saying that it's not a whole extra person but the stuff that gives you extra IP also strongly tends to making it harder to get a good hit on the character so it also increases their survivability. My ganger/sammy has 3 IP and he's
easily 250% of what he would be with only one pass.
I've had a great many combats where the phys ad with "I cast Shitkick I-beam" got in his Counterstrike/Riposte on his IP to blow out a single enemy then my ganger finished his IPs to take down 4-6 of the rest of the worse guys.
But then, that's what he gets for making a gimp-ass phys ad that can blow out a Streetmaster in one hit...