[EDIT - after reading freudqo's comment; ignore the 246 vs 135 comparisons below.
I guess now it's just about the mode of fire idea instead of the method of resolution; haha]
Hey there Mach_Ten,
QUOTE (Mach_Ten @ May 14 2015, 01:21 PM)

are you aiming for a less than lethal combat system ?
No. It is still rather lethal.
The Modes of Fire was just an off-hand example - I haven't used that rule, but I might test it out to see how it performs vs. what it looks like in theory.
The main concept here was the difference of success determination over standard; 1-3-5-7-etc.. vs 2-4-6-8-etc...
Under 135, let's say 3D6 vs standard TN4, you have a near 90% chance to hit with the first success (1 single die), and then you have just over a 10% chance to stage up.
With the traditional 246 you have a 50% chance for the first success (2 single dice hitting TN), and then you have 0% chance of staging up (because you only have three dice and the next stage would require that you rolled 4 total successful dice).
Take it up a bit to 6D6 against TN4: you have a near 100% chance to hit with 135 (not that 246 has a bad % in this range), and your first stage up is 30% greater than in the 246 (~65% in 135 and ~35% in 246), and your chance to stage up again following that would be next to 0% in 246, while in 135 your chances are over 10%.
If you look at the graph of possibilities, the faded data set in the background is 135 setting, and that setting makes the entire spectrum inflated between 10 to 30 points of value over 246 traditional method.
QUOTE
and if you are changing it for combat how will it apply to everything else like magic, decking etc. without adding to the complexity the players face.
It would apply the same across the board - speaking of the 135 vs 246 - not the modes of fire concept.
If someone wanted to adjust a rule in magic or decking, then I suppose they could look at success rates of staging as a possible as well, but even if the concept of adjusting stage up/down possibilities as a tax to perks isn't applied (which it probably shouldn't be applied that often, if it's a used idea), then even the inflation permits an easier time to adjust by TN and Die without being so very limited (considering the sharp jump from say, 4 to 5 or 6 for TN's, or the sharp jump when adding 1 to 2 dice in the 246 model)
QUOTE
the Simple solution ? go for SR4A and keep the SR3 setting ...
No thank you.

I didn't move to SR4, not over setting, but over the mechanics.
QUOTE
if you want more feedback on this :
a tactical player makes full use of mounts, terrain, recoil, visibility and other in-situ modifiers to TN to get the most deadly outcome.
your proposal does not account for any of these TN adjustments above burst fire..
Of course.
That was an example to show the 135 system juxtaposed against 246 from a design freedom consideration; it wasn't a rule for all things combat.
Conditional modifiers and equipment modifiers are a different matter, but I don't want to side chain into that tangent here, so I'm not going into super fine detail about those matters.
Here; the primary interest isn't actually the notion of moving up/down stage successes.
Instead, the primary consideration is simply 135 vs 246 and the inflated probability system vs the traditional.
At first notion; the inflated probability would intuitively seem to make things "too easy" or "too lethal", but if you consider that every roll and counter-roll would be using the same model, then everything inflates and offsets everything else.
At most the GM may want to increase a given TN if they want it a bit harder here and there, but I'd recommend sticking to the standard 4 as "average" method.
QUOTE
also:
I don't like anything that limits the staging of damage, like your proposed FA fire or BF.
i.e. regardless of the number of successes I get on DOUBLE my skill, I can only inflict a serious wound? on full auto?
the whole purpose of the damage system is to get more hits to stage damage ...
So, again, I don't want to focus too much on that; as that was just an example, but I suppose we could use it to explore the differences between 135 and 246 a bit, so I'll go ahead and get into the back-side comparison between the standard method and that method under 135 and 246 builds.
So; the purpose of FA is to increase one's chance to hit - it's not to open the double or triple damage button on your firearm.
The reason I like it is that it encourages FA to be used in that way - have a TN of 9? Only have 3D6 for firing that weapon?
Flip on FA and now instead of 30% chance to hit, you have a 50% chance.
Or, if you started with 6D6 and 50% seemed a bit too dodgy for you, then flip on FA and now you have a 75% chance and you fire that twice in one phase since FA is fired on each simple action; not just once as a complex action - but you must roll each simple action as FA once starting FA firing (so you are locked into a complex action's worth of FA firing, but you roll for each simple action - basically, you resolve twice with the possibility of moving the shot around).
So, the current system:
TN of 9 vs 6D6.
You flip on FA and your probability to hit is 50% (using the 135 system; if we used the tradition 246, then your probability is just above 10% - I'm not counting the variety of dice pools - this is raw core comparison).
You have a Medium damage weapon at 5 Power Rating (just making up a weapon off the top of my head).
In your complex action, you arbitrarily increase the rate of fire on your FA firearm as if time is relative and you have some elected control over a half-second's worth of bullet fire counting and select that your weapon in this half-second of time somehow went from 2 (SA) to maybe 6 shots (BF) that it normally does, to 10 rounds down range (and 10 is the maximum per Phase, so you hardly beat BF in this).
With 10 rounds, you receive a +10 (so the 2 non-penalized normal SA shots don't get to be free-bees; they are also penalized) recoil modifier (so 4+10; 14TN) and one throw of the dice for this phase (instead of 2 as BF provides).
The Power rating of my weapon is now 15.
I also staged up the damage 3 fold; so I maxed it out at Deadly.
So I didn't make my chance of hitting easier (the old adage that automatic weapons mitigate an unskilled person's disadvantage isn't represented - and that was the whole reason anyone made FA weapons to begin with; to make it easier for soldiers to hit targets with far less skill needed).
I made it harder for the target to stage the damage down, and I made it harder for me to hit them due to this obscene amount of less-than a second runaway recoil like I'm trying to hold on to a 20mm cannon without a brace and free-fire it - even if I'm firing an M16 or MP5.
My probability is now less than 1% (without dumping a bunch of combat pool and/or stacking a pile of modifications onto the weapon to mitigate automatic weapons odd wants in SR to take off to the moon), though my damage is now up to Deadly - but that deadly is meaningless if I don't hit in the first place within that 1% window.
So I went from 50% chance to hit to less than 1% chance to hit, forfeited two throws of the dice in exchange for one throw of the dice and gained some power rating and free stage-up's IF I hit.
Now on the flip-side; in the other model I quickly outlined in the OP, you flip on FA (no counting or tallying modifiers or stages of damage per 3 rounds...you just flip it on and grab twice your dice) and go from 50% to 75% chance to hit instead.
You will roll an attack and resolve it in full with the defender doing their part twice this phase.
So you will send a 5M shot downrange at 75% chance to his, instead of 50%, twice.
If you hit both times, that's a Serious wound stacking in one phase. (Moderate + Moderate)
Less than 1% chance for a 15D one time.
75% chance for a 5M twice to reach Serious.
The latter is more like what FA actually is compared to the former where the FA isn't really helping hit anything, but is just adding power to the shot at the expense of your chance to hit.
If you want a bigger caliber punch; grab a bigger caliber FA weapon.
FA doesn't automagic caliber power; it simply sends more rounds of the same caliber from the same weapon system down range and that makes it easier to hit something down range when a point shot would be rather difficult to manage (you're running, moving in a vehicle, they have protective partial cover...etc...)
So your want for a stage up is still there - since you roll it twice in one phase instead of only once.
The difference is that you aren't going to be penalized to the nines for using the weapon as it is designed and intended to be used in FA mode and find need to pile on massive after-market modifications to even make it functional and not launching itself into orbit when you shoot FA.
It also means that Joe-unskilled with 2D6 is able to pick up a weapon on the floor and flip on FA mode and go from a 20% chance (again, 135 probabilities; 246 is different - that would be 1% basically) against a 9TN to a near 40% chance to hit (or 6% roughly on 246 system instead of the 135).
If anything; I'd say it makes it more damaging overall than not due to the increased chances of hitting.
Cheers,
Stumps