uSea wrote:What about the penalty for Full Auto being [5 x (ROF)]?
While this would give ROF 3 weapons (using Full Auto) a -15 to hit compared to the -10 they have now, it would also make that formula even simpler and even ROF 3 weapons are seen as a bit too good at the moment (especially when stacking on sources of +damage).
That could work. I'm going to make that change.
And in the spirit of the previous idea of having a way to offset penalties, I'm introducing a 14th level perk to help reduce the penalties:
Death Dealer- When firing full-auto, you take penalties as if your Rate of Fire is two less (minimum 1).
TyrannisUmbra wrote:How about adding an additional AP cost for burst/full auto, in addition to the accuracy? So you're not paying the same to fire one shot as to fire 10. Combat rounds are only 6 seconds long, after all, so +5 burst/+10 auto AP may be appropriate.
This is a really, really bad idea. Again, it amounts to nothing more than a ninja-nerf of automatic weapons. Remember, there are
no weapons in the game that are listed to be able to fire both single-shot and full auto. What you are suggesting is to claim that the AP listed for (as an example) the minigun is really the AP for the minigun to fire a single shot
which it cannot do, and the real AP for actually using the weapon is something other than what is listed. And a straight increase in the AP cost of the weapons is another bad mechanical decision that would not address the
perception of the problem. The answer is a resounding "no".
Palm wrote:How about...
It takes approximately 6 seconds (one combat round) to accelerate to full speed for each rank of the flight perk.
That's actually a good rule-of-thumb. I'm still not convinced that we need rules for this at all, but if it turns out that there is a need for such a mechanic, I'm inclined to use your idea.