I agree with your point, I was just pointing out how they could be seeing it.Does a few decades of experience with CP2020 mechanics as well as many dozens (probably hundreds by now) of other systems plus a pretty strong background in math count? But it would appear that you and I saw different demo videos so I'll wait until I get a gander at what you saw before I make any judgments. All I'll say for now is that what I saw pretty much jibes with Punknaught's observations and the decades of gaming where I've mowed down enemies quicker by hitting unarmored locations (especially headshots, which often get a damage multiplier) than by trying to go through their armor.
Like I've said quite a few times, I think that that is one of the inherent limitations of translating a P&P game to a CRPG. You can have real-time, player-driven combat (posssiblly influenced by character skill), you can have turn-based, character-driven combat, but you really can't blend to two to have real-time character-driven combat; you either break immersion with the timing or you rely on player skill heavily enough to earn accusations of being "just another FPS".
As for altering the damage based on skill, no. Bullets are produced with enough consistency that they will do consistent damage. The only way they could be affected by skill is that high skill makes it more likely to hit where you are aiming, and your skill will have you aiming at a spot spot that is worth a damage multiplier (usually heart or head). For those of us that know physics, nothing breaks immersion more than saying a projectile of X mass at Y velocity has it's momentum determined by GM/dev fiat instead of having an actual relationship to mass and velocity. There are reasons why the P&P game has skill affect one's chance of hitting the target with a firearm in the first place than have the skill affect damage directly. It'd be better and more realistic to have skill affect accuracy than damage. That is also the only way you can have character skill have any meaningful effect instead of making shooting solely a matter of player skill.
i guess a better option for that example would be the reduction of bullet spread as the skill increased. Giving you more hits and thus more damage without the individual bullets gaining extra damage "just because". Of cause, bullet spread is going to upset people as well...


