I’m great with having styles that interact with ranged combat, I think the US and Russian military styles are going to do this kind of thing.
Specific feedback:
-A melee dodge (or a bullet dodge if you have that fancy CBM) greatly increases the change of shooting a critical hit
This makes no sense, but you will get the same effect as I’m planning on having hits on the player decrease aim / increase recoil, so dodging will prevent the accuracy loss. (yes, ranged in melee is going to get HARD, as it should be)
-A critical shot gives you small extra chance of dodging the next attack and a chance of a melee stun
Nuh uh, critical hits do things to the target, they don’t do anything to the attacker, especially with a ranged attack.
-Recoil diminishes much quickly after firing more than 3 shots in short sucession
Sure, a style could totally interact with how well you manage recoil, call it double-tap or triple-tap maybe?
-Melee with handguns have extra chances of stunning
Mimimally we could mark firearms as unarmed weapons for the style, which is generally going to be better for purposes of attack results, and allows them to use style techniques.
-Firing at stunned targets is an almost guaranteed criticl hit.
This could also be an effect of the double/triple-tap technique, I like it.
Additional effects:
Tactical reload - Enhanced reload speed at the cost of dropping spent magazines on the ground (Requires magazines to be seperate items)
Firing Cadence - Alternating fire/pause/fire/pause results in ehanced recoil recovery and aim speed.
Tactical entry - Smashing a door with the style active and a fully loaded eligible gun equipped results in a practiced series of actions, shoot the door lock, kick/shoulder open the door, and fire at a target inside.
I think you can see where I’m coming from, I don’t see any reason to sacrifice realism for fun, because I think we can generally come up with a realistic way to get the fun effects.