Well, let us examine the details of above stated issues and how they would look in proposed real time combat system and situations that could be the outcome.
Melee? No? (pistacja)
I do not agree, i think for the melee and unarmed the game would just become. Melee/unarmed maybe should not take time to perform (other then AP loose like currently). I think the time it costs to get to its target is equal the time to shoot a weapon, and so it makes it even, however, correct me if you believe my thinking is incomplete.
Distance and running from it (avv):
I agree that Big gunner effectiveness fits Medium-Long range better. In direct confrontation assault rifle user would be a bit weaker. (Assault rifle user would be still more versile)
Yes, i imagine that running will be existing. But let us think about it, in real life, if you would see or recaive information that there is a sniper close by, you would not stand still and most likely try to get some cover.
Big gunner mechanics speculation:
With a Big gunner confrontation (a big gunner meets a closer ranged wepon using person), there are few options how to make big gunner perform. The most reasonable one i can think of right now is that after minigunner fires the damage is sent out in 3 (2?) waves, and depending if the target is still in range he will get or not whole damage of which amount is decided at the beginning of firing the minigun. As an exemple: Minigunner fires, target is visible, the damage is a critt doing 120 damage, 1 second: target recaives 40 damage(120/3 seconds), 2 second: target is still visible but is trying to run away, and recaives further 40 damage, 3 second: target has taken cover behind a building and is not visible, he doesint recaive damage, but if someone else stands close to same hex as the target was last visible he would recaive this damage.
Another way to solve this, could be to make 3 smaller burst over those 3 seconds, and simply divide each of the bursts final damage by 3. The minigunner could then change his target during the burst. If the first target took hiding he could keep firing the last part of the burst on a second target.
The burster i believe should be able to abort his burst but loose the corresponding AP points with it.
Shot, run, heal, kill (OskaRus):
I have to agree, that the battle would be a lot more demanding for players that want to "Shot, run, heal and kill", more demanding on their tactical ability especially. But, personally i was always hoping this mod is aiming/trying to aim more for Role playing, player meeting, intresting confrontations then shot-run-kill simulator.
And yes, this could lead to some changes of current "elit", not nessecery, but i assume some players could suddently loose their strenght in favor of others.
Big gunner on close range (damage x 3)(VongJin):
Well, personally, i dont agree that minigun is a close range weapon. A 3xDamage from point blank i see as a fallou fun part, not something that this weapon made for (in any game, in reality, on diffrent planet it is/would be long range weapon i assume).
However, see no point in change the 3xdamage, i just believe the firing should push the big gunners to their true role. I think making big gunners slow on turning around would also increase the virtual realism (the common understanding of simple psychical rules that are elements of logical conclusions). Exemple: If you run with an SMG from behind on a big gunner, you have right to assume that the biggunner will not turn instantly 180 degrees, an SMG you hold with one hand, a minigun with your whole buddy.
Medics (Whisky Bob):
I believe that medics would by this would be justs given their chance as the battles would be slower in terms of deciding who wins (players would not instantly drop dead in massive numbers i predict). A injured or damaged player could easier retreat to a more safer position (position secured by his team mates for exemple) and meet the medic.
Also, becouse of more options of balancing the game would be present, medics could be rebalanced and maybe use first aid kits or doctorbags to quicker heal partipicants of the battle (quicker then FA which every player on battlefield can use).