Hi,
In the games I have played over the years, personal combat usually wasn't a main focus, so that I never paid too much attention to those rules, as long as they provided for results that seemed to make sense in the context of the game and as long as they weren't too complex for use. However, over the years I have collected some info that may be of use to you for addressing some of the issues that you all bring up.
With respect to firing bursts from weapons, some questions that probably needs to be addressed is
- how big is your target?
how far away is it?
are there multiple targets in the same area?
are there other things that you might also hit?
do you know where the target is (that is are you aiming at a specific target), or are you more aiming in a general location and trying to get as many rounds in the area as possible (for example are you returning fire in the direction of a muzzle flash you saw or the sounds made by a potential threat, or maybe just trying to clear out a room) etc?
Over the years I have found a number of documents either at a local used book store, or on the internet, addressing weapons and their capabilities. Specifically, there is a US government site called the Defense Technical Information Center (DTIC)'s Scientific and Technical Information Network (STINET) , which has many publicly available documents scanned and available for download. (Unfortunately being a .mil site, it may not be available to overseas users)
On this site is a document from 1964 produced by the US Army on tests with the M-16 rifle. Some of the results of the tests conducting as reported in this document includes:
- In firing 3-round-burst automatic accuracy at 25 meters from the standing position, the average extreme spread for all shots was 117.2 inches. The average extreme spread for the first shot in each group (aimed shots) was 2.4 inches.
In firing 5-round-burst automatic accuracy at 25 meters from the standing position, 9% of all shots missed the 20-foot-high by 12-foot-wide target.
In firing 3- and 5-round burst automatic accuracy at 50 meters from the prone position, without the use of artificial support, the average extreme spread was 89.6- and 101.9 inches, respectively.
In firing 3- and 5-round-burst automatic accuracy from the hip at 25 meters at an E target, 90 rounds were fired, in 3-round bursts, resulting in 19 hits. A total of 150 rounds was fired in 5-round bursts and 32 hits
were obtained.
In the combat accuracy test, the average extreme spread was 4.0 inches.
In the rate-of-aimed-fire test, automatic fire, compared to semiautomatic fire, resulted in a reduction of the average number of hits obtained by 39.6 per minute, although there was a 14.6 increase in the average number of shots fired per minute.
In another document from that site discussing the revised M16A2 rifle (dated 1986), there is some discussin regarding the elimination of of a full automatic fire capability from the weapon. The report notes that full automatice fire "enhances the ability of Army units to clear and defend buildings, to conduct final assaults on enemy positions, to defend against an enemy final assault, to conduct an ambush, to react to an enemy ambush, to engage an enemy helicopter or fast moving vehicle, etc."
Additionally, it notes that in the initial testing of this new weapon conducted by the USMC for the weapon "room-to-room fighting was conducted with blanks, no close-in firing was conducted, no firing with short time limits was conducted, no firing at aircraft was conducted, etc. In other words, for all of the automatic/burst firing conducted during the test, a semi-automatic mode of fire would have probably resulted in a greater number of target hits."
As such, based on my very limited understanding of combat, it would seem that full-automatic and burst fire would have some benefits in certain specific operations, but may not provide the same benefits across the board in all situations, and as such, any attempt to address the benefits and drawbacks of either burst fire or automatic fire in a game, like Traveller, maybe should consider stuff like;
- the size of the target
the range to the target
whehter the attack is a snap shot or aimed fire
whether you are attacking or defending against a large group of potential targets
and/or whether you are you are firing perhaps almost partially blindly to clear a compartment etc.
It would also seem that, really in any form of combat in Traveller, but particularly in situations where you are firing alot of rounds with the potential for alot of misses, that there may be a need to address the effect of these misses on other things in the area. This could be especially of interest in situationd say like in the movie "Aliens" where there were massed swarms of creatures attacking and that if you miss one you might hit another, but could also be of real concern within a starship or other location, where misses could damage other stuff in the direction that you are firing at.
Anyway, I just wanted to share some of the info that I had in case its of any use to you.
Regards
PF