QUOTE (kzt @ May 14 2010, 10:49 AM)
The solution HERO used was that every two point that your roll exceeded the required hit number you hit with another bullet, then used some sort of modifier.
For SR4 use each success over minimum being another complete hit, make it every two successes for rifle rounds when not supported by something, and worse for one-hand etc. Then apply some sort of increasing recoil mod applied to the next burst. This doesn't really represent that you hit with x bullets, it represents the damage of the entire burst. But the targets armor applies against each "bullet".
I'm sure that works great for HERO, but lets apply this to SR4:
You are suggesting that for 1 complex action I can fire off a full-burst (10 bullets) at a target with an assault rifle with no modifier to my attack roll. If I wind up with 4 net successes I've efectively shot him 3 times and he has to make 3 different soak rolls. Then, the next time I shoot I am at a penalty because my firearm is currently pointed at the sky.
If that understanding is correct I'd never let it fly at my tables. Combat already takes longer than any part of the game, adding in more soak rolls would make it worse. Not to mention, with no penalties, why would anyone start with anything other than a full-burst? If the complaint is about realism it's worth considering that full-auto is not how a fight usually starts (unless we're talking suppressive fire to buy some time), but rather something a fight escalates to.
What I would like to see from someone (and I don't have the answer or I'd just put it up here) is a rule that works within the SR4 framework that meets the following criteria:
1. Accomodates that the earlier bullets are more accurate and so a full-burst should have a good chance to hit, even if all the bullets don't hit. Your suggestion meets this.
2. Takes into account that full-bursts are harder to shoot and should have a mechanism in place that does reflect this. Your example does not do this adequately IMO.
3. Does not involve extra dice rolls, charts, or things that dramatically alter the flow of the game. Full-auto works like burst fire, which works like multiple semi-auto shots in the same round. 1 point of recoil for every bullet past the first. Give me something similarly workable and memorizable. I don't want things slowed down any more. If I wanted a game of balistic realism I'd find something that didn't have elves and dragons in it. Otherwise, you should also be concerned with the lack of variables that affect a sniper shot (gravity, wind, air pressure, etc).
I want a simple game mechanism. Do I think that the one in SR4 is currently the ideal one? No. Do I think its the best one I've seen for this game system, yes.