QUOTE (Paul Kauphart @ Sep 8 2010, 04:14 PM)

I came up another weird thing with suppressive fire. It fires 20 shots, and last from one action phase of the firing character, to ne beginning of the next action phase for the character. So effectively, to maintain a suppressed zone for one combat turn, a 1IP character will use 20shots, and a 4IP character will have to use 80 shots....
Unless I've missed something, it doesn't feel right.
Something to bear in mind re: IPs and delaying actions is that suppressive fire is not only a concern to those who enter the area between the shooter's actions but also those who were there to begin with.
So a 1IP character can cover an area with 20 bullets until his action phase in the next combat round. Everyone there at the start must roll to dodge (Reaction + Edge) and so must everyone moving in the area for the duration. Conversely, a 4IP character would spend 80 bullets to achieve the same duration, but on every action he continues the suppression everyone within the area has to make the test again.
Example:
IP1: Suppressive fire commences – Goon runs into and across the danger zone which requires a dodging roll, but finds his route out blocked.
IP2: Suppressive fire continues – Goon must make a second roll for being exposed. Goon runs to a door, requiring a third roll, but finds it locked.
IP3: Suppressive fire continues – Goon must make a fourth roll. Goon manages to find a way out of the fire arc, requiring a fifth roll.
IP4: Suppressive fire continues with fire arc adjusted to catch Goon – Goon must make a sixth roll. Goon dives behind cover, requiring a seventh roll.
A 1IP character would have forced only three dodge rolls – one for moving in, one for moving within and one for moving out. If another character had run in one side and out the other in the same action they'd have been forced to make only one roll.
So more IPs pays off by giving more chances to hit, allowing a change in fire arc and allowing a premature ceasefire should the need arise. Compared to the extra ammo expenditure, that's still well worth it.
As for realism the whole rate of fire thing being dependent on IPs is indeed somewhat unsatisfactory, but in the case of suppressive fire it actually does make a bit of sense. I don't think suppressive fire is meant to mean firing blindly left, right and centre. I see it as more controlled than that, firing at places that are likely to have people in them or people who intend to be in them very soon. You're not careless about where you aim, just not thinking too hard about timing or accuracy, stuff like that. So a character with more IPs is able to get more in because they can switch their aim that much quicker.
Think about it. If you're covering an area do you just wave a constantly-discharging barrel around in circles, making interesting patterns and trying to write your name like it were a sparkler? Or would you concentrate your bullets in variable bursts on the disconnected empty spaces where people might actually be at some point?