To begin: The naval rules were -FIRST- written for Cyberpirates. You know, that nice, 1997 book (between R2 and SR3) where you go around stealing tankers, merchant ships, coast guard cruisers, and the like? And if you are stealing those ships, it naturally follows that you are going to be facing off against the militaries of the nations you are stealing from -- thus the naval rules, which represent modern naval combat decently well... As in, high on missile combat, and actual naval gun use has fallen to defensive measures.
With R3, they expanded the naval rules to cover MBT's and other land-based installations, due to their size. If a Shadowrunner sees these, 9 times out of 10 they are dead.. and that last time they should have some way to disable them.
So, to the subject at hand, from the top.
I need to begin simply: My books are at home. my memory is shaky in places, but I think I can get my point across in the end.
Weapons do damage based on successes, we all agree to this, right? staging works at 0/+1 is standard damage, with +2/+3 is one higher, and so on, and -1/-2 is one lower, and so on.. So if the attacker gets 5 successes, and the defender gets 5 as well, the damage is the standard code -- and if the defender gets 6, the weapon is staged down a level.
Now, with ranged combat, this works until you hit D or no damage -- and then you stop. the rolls have already been made and compared, so how can you mod them? In my mind, I usually always make sure to roll attack and defense relatively close, so that I don't get into the habit of thinking high dice counts = more damage done.
Earlier, someone asked if there was a way to make combat do more damage than 10 boxes, ignoring the deadlier over-damage rule (which, for the completely insane, would apply to naval weapons. Just think 'bout that for a bit.

). I will easily say that ranged combat cannot do more than 10 boxes at a time... But keep reading, as there is a caveat.
What about close combat? This is somewhat different, as it represents an abstract. the first roll determines simply who gets the advantage that exchange -- the attacker or the defender. Due to the ability to add physical force, not to mention close-in skill of where the attack comes in (and a poorly placed block by one or the other), you -do- get to stage up power on these.. Again, established earlier in the thread. However, if the power gets staged up, the defender does -not- stage down the power before staging down damage. (I would've continued with an example, but I am shaky here.

)
so earlier, I asked for a caveat, and for people to keep paying attention. Here's why:
When you take deadly damage, you go into trauma. When you are in trauma, you are taking additional damage every (body) rounds, up to (body). You can stave this off a few ways, either by slowing it or stabilizing it through first aid, or magic, but it is still present.
So yes. Without deadlier over-damage, you can only take 10 boxes at a push. But then, if you are an average human, and barring intervention, you will take another wound 9 seconds later. Then another. Then another. Then you're dead. No turning back. And there, my friend, is how you take more than 10 boxes with the standard rules.
Athenor
PS: See the above example? I would -HIGHLY- recommend that none of you Otaku-types take a body of 1... think about it for a while.