Well, your problem is that you made the area one big zone when it should obviously be divided up into multiple ones. At the least, the shed should be its own zone within the field. And if "behind the shed" is a tactically important spot, it should be its own zone as well. So now you have in front of the shed, behind the shed, and the shed itself as zones. Yes, this means that the effective range of weapons may differ based on how you define zones. This game is more concerned with basing a map on its tactical situation than on its exact distances, however. I would again say that this kind of distortion isn't really that far off from trying to fit maps into grids and then adding things like debris or cover to the map that dont fit In an exact number of squares.
So yeah, when you make a zone map you need to think tactically and use the map to emphasize tactics. Being behind the shed makes sneaking less difficult but requires hopping the fence around the yard. Being in the shed provides cover. The shed can only exit into the front part of the yard, not the back. Things like that. Provided you're not trying to mode exact distances, the abstract zones can reflect most any kind of situation you come up with.
both of you immediately had objections to how I had narrated it
Hence the burden of the GM to fill in gaps and make rulings on how the action plays out in a narrative sense that a combat system should not require.
Because there are no defined positions within a zone
You only can say you are moving into or within the zone.
You cannot dictate your path through a zone either as doing so makes no sense
why is it so time-consuming for the cultist to move a few feet to where his target is
1. Combat modifiers
2. Ammo consumption and Munition weapons.
3. Burst/autofire rules
4. Momentum banking (this one seems potentially very problematic)
The difference I see is that MC3's system is much more focused towards providing the GM a chance to narrate and continue to fabricate story.
As far as the burst fire rules go, I know that the original implementation was vastly overpowered. Getting up to 3 extra d20s (which could each be worth an extra momentum for damage or something else), AND an extra damage die was a bit too overpowered. The current implementation seems okay, as it's similar to spending a DSP with an added effect of extra damage. Is it as good as what you get for spending banked momentum? Eh, not really, but I've already made it known that banked momentum kind of breaks the economy of the game as an easily renewable resource with no drawbacks to its use and a powerful effect. So as it stands, spending one of you very limited stock of reloads gives a fairly paltry effect. I think that bumping it up to adding 1d20 and 2 damage dice per reload spent could be a good compromise. I also agree with you that the naming of the different firing modes doesn't really fit with what those firing modes actually mean in combat.
I'm not a fan of the oddity that assault rifles are less effective at close range, but that's easy to deal with.
Looks to me like nothing has changed--every Reload you spend gets you a d20 and a damage die, up to 3d20 and 3 damage dice.
a burst from an MP-105, for example, does 1+[DS]4 plus up to 2d20 and [DS]2 more. That's a maximum of up to 4 extra momentum and 4 extra damage for a total of 8 extra damage (granted, that's a supremely good roll)!
I prefer leveraging Spread and using Momentum to allow more bullets to hit but without allowing Momentum to be spent to increase damage on autofire attacks (which gives a reason to use single shots). This means that a light autofire weapon won't be routinely damaging guys in heavy armor, which feels better to me. Anyway, that's how I will probably do it, but that may not be for everyone.
Considering that the only way to bank momentum is to not spend it when you get it, it's a trade-off of saving up those successes for later.
Finally, I would agree that banked momentum can only be used to add to a successful skill test. I'm not sure RAW indicates differently, but it's a bit ambiguous.
To be honest, I'd sooner run it with another system than try to fix it - while I can't put my finger on it, the mechanics smell of "pull this string here, and those totally unrelated pair of pants over there drop". Though, I still haven't read the entire, finished game, and if you guys come up with good tweaks.