This is the topic version of a few of my recent posts in other threads. I realized they were on the 10th-somthing page and wouldn´t be noticed by many.
This is what I think:
They should keep the amount of rolls per test, and the modifiers, and the combat pool in the new edition. Because it´s a fun system that allows for tactics and gives everybody a fighting chance, given you have resitance rolls and karma pool. The way it works in combat should be the core of the system everything revolves around. In order to limit the amount of rolls you make you could let every roll signify more than one thing. I for one would like to see an even more abstract system, were every "shoot" action could result in a few missed shots as well as a hit and every "dodge" action could mean sitting behind cover for a few seconds, cathing your breath. Make every roll account for more in-game action, so that you can resolve longer fights in a shorter time. This could solve the problem with every second being utilized with optimal efficiency by everyone in a combat situation. You need time to think and plan too, people. Does it sit well with you that a fire-fight almost never takes more than 10 to 15 seconds to complete in game-time?
Wired reflexes could mean you can make more choices in a combat round, that is change your actions, instead of it meaning you are given more actions. A gun has a rate of fire depending on mode, period. The reason you want more actions is that you want to be able to change your target or throw yourself in cover when it´s called for. The skill roll could determine how many rounds have hit and how many are wasted. There could be an action called "planning" or "focus" in which you take time to evaluate the combat situation when it´s in progress, and then get a few extra actions when you finaly take action. These ideas are only examples of what I would like to see. My main point is that they should focus on making every dice roll something fun and meaningful. There could be actions that don´t require dice rolls themselves, but modifies the actuall attack roll. You should be encouraged to plan your actions in battle, and be cautious. Having very fast reflexes should allow you to skip that part to some degree. You should be able to resolve battles fast, with a limited amount of rolls. Because this would mean that you would not feel compeled to finnish a combat before time just because everybody is bored to hell. I don´t like to sit for hours on end grinding the same battle that just wont end, feeling my headache getting stronger.
What I want is a system that is fun and tactical with a lot of choices and rolls being made. But were you don´t go into details about every single bullet, so the total amount of rolls can be lowered. You have a gaming part of the round, were things are resolved with rules that simulates the different participants choices and abilities in an abstract but statisticly viable and highly entertaining way. Then you have the discription part, where the players and GM discribe in detail what has been simulated. I don´t like the thought of making the rolls a simple question of luck and stats, just so you can roll for every single bullet fired. No. More abstraction I say. Leave the details to roleplaying!