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combat



Though I'm sure this topic has been discussed before, I've begun assembling what I think 
are important aspects of a realistic combat system which is still playable. Note that in 
a pinch I prefer realism over ease of use - as I believe many MP players probably are, 
but maybe I'm just guessing from the old crews with which I used to RP.
My impressions of combat have been formed from not only military training and experience 
(USMC), but also from first-hand accounts as well as a few technical manuals (the PRISA 
book, for example). I don't believe, though, that I really have much more knowledge than 
any other "combat-curious" gamer who's done his/her homework. Nonetheless, It seems that 
many systems fall short in a few areas:
1) Combat accuracy: WHY is it that most RPG firefights rarely expend the amount of 
ammunition and energy expected in a modern firefight? In a "hot zone," few Marines 
would be caught with the standard 6 magazines of ammo...that probably wouldn't last 
a single firefight! Some systems (the first ed. T2000, for example) reflected the 
tendency for even well-trained troops to "blow caps" in a pinch, but for the most part I 
believe skill is reflected too heavily. I can shoot very well, but in a rough-and-tumble 
firefight I'll probably spend most of my ammo firing to "suppress". I know we've all 
heard that Marines are supposed to use the "one shot, one kill," mentality, but from 
what my buddies told me about Somalia and the Gulf it just doesn't work that way (uhh, 
the few that were actually engaged in combat). Cyberpunk had a great system for 
"suppressive" and burst fire, in which any opponent crossing a field of fire was apt to 
be struck by an incoming round, the likelyhood of which depended upon the size of the 
beaten zone and the number of rounds fired. In close-quarters combat, combat takes on a 
different role. Less ammo is expended, but fights end QUICKLY. Speed becomes more 
important and accuracy goes to the level-headed ( I've found this depends upon to whom 
one speaks on the matter. Overwhelmingly, though, I've found that a calm disposition 
will kill far more often than  shootin' badges in close quarters - though I suppose 
full-auto helps to even the odds). In sum, the "5th stage of rifle fire" (i.e., hiding 
in a ditch with the rifle held out over the head, on full-auto) seems to be the last 
resort of the meek, and I've even caught a few "elite" types using it on film. Strangely 
enough, real people don't seem to want to die.
	2) Wound Lethality: MP has this covered, so little needs to be said. Many 
players whine about "spending all that time to make a character and being killed with 
one die roll," but I feel that any game which sets out to be at least nominally 
"realistic" shouldn't use "cinematic"damage effects. Many of the wounded on a 
battlefield may continue to fight briefly after receiving a bullet wound, but w/out 
immediate medical attention more than half (easily) would prove fatal. Bleeding should 
be taken into account, as well as organ/bone damage. Just an opinion. (BTW, T2000 is 
pretty bad about damage. I can think of more than a few times in which a character 
survived multiple MG rounds to the chest! It's possible, but I dunno...)
	3) wound effects: If you get hit with most high-velocity rifle rounds, you're 
probably going down. I don't know how playable this is, but unless a rifle bullet does a 
superficial "graze," I can't imagine avoiding at LEAST a few rounds of stun. What's 
funny, though, is that many reports have reflected a lack of "stopping power" in certain 
pistol rounds - primarily because many pistol rounds lack the velocity to cause massive 
temporary wound tracts, but are powerfull enough to pass through an opponent (e.g., 
9mm). Notice, though, that 9mm have supposedly killed more people in modern times than 
any other round (so says Palladium, pg 7...if it's worth anything; I also heard that 
while watching a show on the FBI). Of course, special loads have been designed to 
counteract this effect, with mixed effects.  
	(yawn). I've grown tired of typing, and I apologize if I've bored anyone (though 
thank you for your time). I have a few other things on the list, if anyone's interested. 
Does anyone else have any feelings on the subject? House rules?
-Ben Stigar (not brave enough to post this to RGFM)