Okay, a lot of comments (thought this one would spark some debate!). I was goijng to summarise things, but I think these two chaps boil things down nicely in terms of what to do with the Gun Combat skill...
Really, it should be 5 discrete firearms skills:
Pistol
SMG & shorter Assault rifles
Long Rifles
Support Weapons (tripod/pintle MG's)
Shotguns
TL4-5 muzzle loaders probably should be separate skills, as well
And...
At the resolution of MgT all you need are two skills.
Handgun
Shoulder fired - the name needs work
Now, Aramis' proposal has the advantage of covering all bases. Mike's has the advantage of being simple. Both may or may not need splitting down into energy & slug weaponry.
My current thinking (feel free to comment/counter-comment)...
I like simple in games design (or, at least simple core rules, with the detail getting layered on it mechanics that will not hit the table every session to bog the game down), so I naturally gravitate towards Mike's solution.
However, while the current Traveller is simple at its core, we are well aware that Traveller players like their detail, and the SMG-debate has been a little bugbear since the core rulebook came out. Also, the current rules mean that once you take one Gun Combat skill, you lose the penalty on all the rest, so a small increase in cascades will not emasculate combat-based characters. So, I think we will lean towards Aramis' proposal (sorry Mike, I am with you in spirit!).
So, I offer up the following cascades for discussion;
GUN COMBAT
Pistol - Slug & Energy
SMG (including shorter Assault rifles, really want a less specific name here, open to suggestions) - Slug & Energy (latter doesn't have to be laser-based, and we must keep in mind other settings than the 3!)
Long Rifles (or just Rifles) - Slug & Energy
Shotguns - Slug only
Point taken on everyone who suggest ancient flintlock/matchlock rifles should be a seperate skill, but considering how litle they pop up in the average Traveller game, I am happy to keep them under Long Rifles. We do a 16-17th Century setting, we will break them down for that.
HEAVY WEAPONS
Launchers
Energy (shorter term for current Man Portable Artillery)
Field
Flamethrower
Support (covering pintle/tripod MGs)
ATHLETICS
Grenades and Archery stay in this category
As I said, all open for further debate.
Next, what to do about it. If we make this change, how should it be presented?
We could dedicate 2-4 pages in the second edition Mercenary book to cover the new skills and list every weapon that has appeared in the current Traveller thus far, alongside what skill it uses.
Or we could wait for a revised core rulebook and keep everything clean. NOt being written at the moment, I hasten to add, but all supplements being written now are being done with a possible revision in mind, for future-proofing purposes.
No, on to a few specific points raised by you chaps...
That does explain quite a few things.
Not sure it does - remember I have only been acting as line developer and writer for Traveller, with very little part in the current core rules.
Oh, yeah, I forgot about the GL. The M203 is just totally alien to riflery. I'm told that the behive rounds are pretty much like firing a 1ga shotgun, but I've only ever fired training rounds.
So, where should we put the underslung GLs? Heavy Weapons (launcher) seems the obvious solution, but I am given to understand that not just grenades can come out of those barrels these days, and great big shotgun shells (among others) can be used. Given that, I am tempted to keep everything under the SMG/Assault Rifle and/or Long Rifle cascades above, basically using the same skill as for the rest of the gun - after all, anyone get given one of these things and not be trained for both the main gun and the bit under its barrel?
Want to keep things simple, and really don't want a bunch of cascades for the underslung devices...