Flakmagnet,
Thanks for your well-reasoned and experience-based questions!
To preface them, first I'll let you know abut a few things with which I struggled when writing the suppression rules:
1. Balancing reality vs. playability; if I make them too powerful, players will tend to be overly static in basic (non-scenario) games. If don't make them powerful enough, players will start to forget a bit about position and maneuever...
2. Given the high variety of weapons in most squads, it is difficult to come up with a good way to "combine" them without making players suffer through too much in-game math. I chose the splitting of primary and support weapons for two reasons:
a. there is typically less variability within these classes than beween them
b. covering fire (what's done by the "other" weapon type) still provides some ability to prevent enemy movement through a given area, and with a template already laid down, the morale benefits are already in place.
Onto your points:
I definitely feel that SF should be usable against AREAS as well as being directed straight at an enemy unit, though I can see some ways that a player might abuse that ability. So perhaps a restriction on the placement of Suppression templates would be a good idea.
I was in fact concerned with weirdness that could come about due to the fact that layers tend to "know" the position of enemy squads and could therefore have a given unit shoot at an area that predicts enemy movement in a fashion that would be highly unikely if the enemy weren't in line-of-sight or otherwise tracked. I do think you're right, however, in that a few simple rules might suffice: how about requiring templates to be within a certain number of inches of a sighted enemy squad? That way players can still help deny enemy movement, but must respect the fact that the suppressing units need a "bead" before they can do this.
Something I feel is missing is the option of "cohesive" supression fire.
As mentioned above, this is difficult to do quickly (i.e. on a unit level, not an individual level) and without a lot of math. I'm quite open to any suggestions you might have, however.
it seems to me that an AoE or burst weapon (if such a thing is possible with the Army Customizer) with a feed rateshots ought to be able to lay down a hail of AOE templates that achieves an effect similar to a supression template.
At present, there is no way to build an AOE weapon with a FR of greater than one. I understand that such weapons exist, but in the context of the relatively simple move and fire orders system, I felt that they were too complicated to model realistically. I instead chose to make AOE templates force morale tests, meaning that they can still "suppress" figures within them, even if tey have little chance of hurting them. Therefore, firing an AOE round at the same target area again and again could keep much of a unit shaken.
I also allow for cone weapons (essentially AOE weapons with a limited range and no indrect fire or scatter) to suppress areas, to represent flamethrowers being swept back and forth, etc.
Thanks for the constructive input and let me know if you have any ideas about modifying things as they stand now. I am at a point where a slight overhaul of the rules fits the next stage of potential releases for Defiance.
-Demian