QUOTE (Dr. Funkenstein @ Apr 17 2010, 06:28 PM)

I guess a lot of things in the game must really piss you off, then. Because the game is full of gear that's suboptimal.
Yes, it is really bad.
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Options are not a bad design decision.
I never said that. I said 'bad options are bad design' - that said the problems you point out with device ratings is just 'the hacking rules are shit' which is well established SR fact.
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Options are not a bad design decision. Just because the players won't be using the subpar equipment, that doesn't mean NPCs or specialty concepts won't. Or are you really arguing that all ammo should be equivalent to Regular Ammo? Because, in reality, that's exactly what you're arguing. Hell, by your logic, there shouldn't really even be variations on weapons. At best, one weapon per category. Because, inevitably, one of those options is going to be superior to all the others... and we simply can't have that. Particularly with items that have such relatively microscopic and meaningless prices, thus negating any possible advantage a cheaper option (like Regular Ammo) may have.
There is lots of room for variation on weapons. One assault rifle can be F and have a smart gun, one can be R and have a red dot sight stock. Those two are in the book, and do offer a useful point of differentiation. You could then easily add a third one can be F, not have a smart gun and offer a collapsible stock giving it a conceal ability option. A forth might have no mod cons, very low availability and low cost. this gives us a weapon model of
A) Baseline, restricted, small bonus accuracy
B) Dangerous, illegal, high bonus accuracy
C) Assassin, illegal, no bonus accuracy, concealable
D) Cheap, legal/restricted, no bonus accuracy, very low price and availability.
That gives you variation between the four - clearly one is better for mages and one is better for street Sammie, and even then the third 'concealable' option might be the go if you need to take your gun through a security checkpoint into a no weapons zone. The restricted version might be more useful in many circumstances to because it offers a 'legal' option that you can explain away if a cop finds it in your car boot. If you quickly need to find an assault rifle after having landed in Europe, your arms dealer can connect you up with the forth. Bam! Differentiated weapons that all have a clear role.
As you point out, stuff that is 'Like A, except worse' is just a waste of space and should be removed because why do we have that, and replaced with differentiated weapons. In pistols, again you could see something similar (a powerful forbidden model, a less powerful restricted model, a cheap as chips model and a concealable assassin model) offering you 4 guns that players might want to use. Which also makes this
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Because, inevitably, one of those options is going to be superior to all the others... and we simply can't have that.
Total bullshit. I just dashed out 4 differentiated weapons concepts no problem. None of them is superior to all the others. yes, in a particular role one is better, but in another role, you might prefer another. Of course you could just have 4 guns, but only a weapons specialist is likely to do that, and hey, that's a fine character schtick too.
Ammo just needs strong points of differentiation because it's unlikely to can support multiple weak differentiating points. Given that, there is no reason for lots of types if you cannot support it. An example of ammo model could be: 'easily available, non lethal, AP bonus, damage bonus' where easily available is R and the other two types lethal types are F, offers differentiation and low word count. It's reasonable for a player to want to choose any of the 4 available types.