Psion said::Applause:
Thanks for putting a fine point on it.
You're welcome.
As far as "gun bunnies" go, I like a product like "Weapons Locker" [editing problems notwithstanding] that gives you all sorts of flavor text for different sorts of guns, but doesn't try to model in-game every single variable that differentiates Gun A from Gun B. If I'm playing a character who is serious about his weapons --- say, in a Blood and Guts campaign --- it's handy to be able to quote that stuff for characterization purposes.
I suppose if you're playing something like a "realistic SWAT team" or "realistic Spec Ops," it might make sense to try to model combat with a high degree of accuracy. But my question is, are you demanding ultrarealism in your firefights but letting everything else remain fuzzy? Because in a realistic Spec Ops game, you can't rescue the hostages because a couple of helicopters crash in the desert. In a realistic SWAT game, there is no bad guy offering "one beellion dollars" to anyone who can free him, and if a fight lasts more than two rounds, you've messed up big time. In a realistic cop game, you have to write a report every time you draw your weapon, and if you even use pepper spray, there's a good chance you'll get sued over it. It's one thing to deal with the physics and physiology of violence realistically --- what about the legal and social and psychological context?