No, it still really does not.
Stop thinking about it as shots, in any kind of order, and start thinking in terms of "here are the attacks I made in a 5-10 second period." That could be a couple shots, it could be a lot of shots, it could be a full auto Rambo rampage, it could be a snapshot here and another one a second later and so on and so on.
Your attempt at hitting the enemy either generally succeeds, or it does not. If it doesn't, it might still be close to enough to suppress through firepower alone -- that's what ammo dice represent, among other things. But there is no "shot" separate from ammo dice, just as there is no ammo dice separate from the overall attack. Thinking of them separately does no good, because they are inseparable.
But that's just my point — they
should be inseparable. It
should just be a single integrated attack resolution, albeit with a variety of dice, where you also decide upon your volume of fire in order to optimise your potential effect,
not one roll to say if you hit or not, and then another totally separate one that determines how many bullets hit, irrespective of everything else.
But that's the way it works now. The Ammo Dice
are separate from the overall attack, because they affect no other part of it than how many rounds hit!
Them not being integrated shows in that you can, as we've noted, lay down any amount of fire you like without it having the slightest effect on whether or not you hit your target, and conversely, that the
only way you could ever hit a target with two bullets in a 5-10 period is if you come out of it with at least six rounds less in your magazine.
The suppression part of the mechanic works the a dream, but the hit part of it, is ... wonky, to me. Obviously fixable I'm sure, but currently ... wonky.
But let's think about it for a sec:
what concrete factors affect hit probability?
Shooter skill. The purely physical accuracy of the system used (weapon, ammunition, sights). Range. Target size. Target movement. Ambient conditions (light, visibility). Etcetera — the list can be made much longer.
Out of all these factors though, if you let the others remain constant, and just alter
a single one of them, then that will in itself also affect hit probability — it'll make it easier or more difficult to hit the target. Shorten the range, and hit probability will increase. Make the target smaller, and hit probability will decrease. So on, so forth.
I hope we can all agree so far?
The question then becomes —
should volume of fire be on the list?
If everything else is constant, and I fire three shots towards a target instead of one — or a single one instead of ten —
will this affect my chances of scoring at least one hit?
In my world, there is no way this could
not have an effect.
Or imagine this: I'm shooting towards a target with the aforementioned M61. It probably has twenty Ammo Dice... But even if I use every single one of them, it will not make one iota of a difference to my chances of hitting anything I shoot at with a single shell. To me, this is very ... counterintuitive.
Plus, I feel it removes player agency. I see the "here are the attacks you made in this 5-10s period" rationale, to my mind, inevitably having a number of potential adverse reactions ... "hey waitaminute — I said I wanted to do
one double tap and then duck behind the cover again ... why did I spend six rounds?" Sure, it can be rationalised in a number of different ways; it's just that I see most of those ways coming across as various degrees of contrived. And they all come down to that it isn't the player deciding what his or her character does; it's the system, or
in the best case, the GM.
And I
might agree — I still wouldn't
like it, but I could perhaps twist my head around enough to
agree — if,
if, the the magazine capacities all this counts against didn't list the actual, real-life number of shots that those weapons carry in their magazines.
But since they do, I really have problems counting off an abstract ammo consumption in concrete bullets.
But I still believe you and I do have a bit of common ground somewhere,
omnipus.
The idea I had about allowing "two successes on the Ammo Dice count as one success on the Base Dice" on p.10 of this thread and yours about "after rolling all dice, the firing player may convert any TWO {bullet symbol} into ONE {target symbol} on their original target" on p.11 sound like they could do just about the same job.