QUOTE (Method @ May 9 2009, 11:46 AM)

I agree with your point, but SR combat considerably faster than you have described. The Combat *Turn* is 3 seconds long. A Pass is 1 to 0.75 secs (depending on if there are 3 or 4 passes, there are rarely less in my experience). If we assume that everyone that acts in a pass acts almost simultaneously the Simple action is 0.5 to 0.375 seconds *at the most*. If you do not assume everyone acts simultaneously its even less. SR combat is retarded fast.
However, I should clarify that I would use the Armorer Skill Test as a proxy for a Knowledge Skill check, and I would not require an additional Simple or Complex action. The character either recognizes the target's armor or doesn't. And even if you did require an action, waiting an additional 1 or 0.75 sec to make this kind of shot does not seem unreasonable.
I'm listening to a book on CD called Blink: Thinking without Thinking. I'm near the end, section 5.
Section 5 starts off with descriptions of gunfights from police officers detailing the heat of the moment, one guy describes in excessive detail watching each bullet that he shoots hitting the target, where it landed and how much effect it had before the next shot landed (he saw where 4 of 5 shots went: above left eye, "the target went 'oh!' as in 'oh! you hit me' and kept moving his gun towards me, so I shot again," below left eye, to the side (eye explodes), side of the head). However, he was only aware of the target's head and face and couldn't hear anything, including his own gun going off. When his senses returned to normal the bullet casings were still bouncing on the tile.
It is not entirely unfeasible for someone to make snap judgments about "less armored" locations over "more armored" locations--requiring a roll or not--without taking up even a free action. Every person who operates in this heightened state of awareness (a heart rate of about 115 to 145 beats per minute) experiences the same effects:
- Tunnel Vision
- Apparent slow motion
- Lack of hearing
- Blood withdrawing to core muscle mass (has the effect of hardening the muscles, like armor, and reducing blood loss from injuries)
- Aggression
- Inability to read faces/emotions (game mechanics: Sense Motive)
- Loss of speech
- Loss of coordination
- Loss of rational behavior
As your heart rate passes 145 you move outside the optimal heightened sense zone and move into terror/uselessness and the above symptoms become apparent (such as the loss of rational behavior) or increase to debilitating levels (tunnel vision, loss of coordination). Over a heart rate of 175 and you cease being human, your middle brain (the "dog brain") takes over and you're left with instinctive reactions--attempting to talk to someone in this state is about as effective as talking to a dog. At this level people become completely unable to
dial a telephone much less remember the number for 9-1-1 (under 175 and over 145 people tend to dial 4-1-1).
What's happening is that the brain is filtering out sensory details it regards as useless information (over 175 people void their bowels because the necessary control is considered extraneous) so that the highly focused information can be processed more rapidly granting an edge in highly stressful situations.
Note the 4th one from the bottom, Inability to read faces. The author of Blink refers to this as "mind reading," which is almost correct. It's a function of the brain that allows us to be aware of the current mental state of the other person we're dealing with, RPGs tend to call this Sense Motive, though generally should only come up if the target is attempting to hide their emotions. Autistic people don't
have this ability (they regard people the same way the rest of us regard objects). So losing this ability during highly stressful situations can be disastrous: imagine being unable to tell the difference between absolute terror and overt aggression. Misinterpreting facial cues is one thing, being oblivious is another.
That's the kind of stuff a good combat RPG needs (by which I mean any RPG that goes into the intricacies of combat much the way Shadowrun does). Alpha Omega has "states" which do seem to model this, including a Fear State (raising a state is good for the subject, so "Raise Fear State 1 level" is grammatically odd). Changing the Fear State upwards grants a bonus to
all actions while reducing it imposes a penalty
to all actions. Mental State influences "metal skills," the speed state makes people move faster and have a bonus to their Reaction rolls (we're still trying to decide if it increases the number of initiative passes, which is based on Reaction, as well as Defense Rating, though we agreed that a starting points character who can raise someone to the highest Speed state 8 times a day granting that kind of silliness was, well, definitely not RAI).