The sooner people realize that RPGs are incompatible with action/shooter combat, the better. The very things that make a shooter or a hack and slash action game fun are mutually exclusive with what makes a RPG combat system fun.
absolutely agree
How do you try to integrate firearms (lasers) in a first-person RPG then?
1. Make enemies bullet sponges. Then go by the "numbers go up" mantra, better weapons overcome the sponge faster. -- This sucks as system design.
2. "The pseudo-simulationist approach". Make firearms very inaccurate, very prone to breaking, add wepon condition statistic, gamify the "time to iron sights", time to reload, weight in the inventory, the recoil, rounds fired per second, etc. Make firearms suck and gradually improve them through crafting/wepon modification, or through the player finding innately better weapons in the world. This way you can have weapons that always kill or cripple from 1-2 shots, but getting to actually hit something is the skill the player can build up.
3. In addition to the stats from 2., add some player build choices that improve the same stats, i.e. a more skilled character can make more of the same weapon than an unskilled character.
IDK, this seems like a watertight way to integrate shooter combat into an RPG. Thoughts?