QUOTE (Ryu @ Aug 30 2008, 04:55 AM)
There are contradictory vehicle combat rules in the English version of the RAW?
Oh, yes.
There are actually slightly more than two sets of vehicle combat rules: Tactical Combat and Chase Combat, plus a wrinkle I'll get into in a bit. Tactical combat basically just adds rules for vehicles into normal ranged combat. It still gets a bit bogged down, however, if you've got a lot of drones and vehicles interacting with pedestrians. The problem here is that you can't accomplish a lot of things without going into Chase Combat; for example, you can't "Cut Off" someone in tactical combat.
Chase combat is supposedly designed for combat solely between vehicles. The first problem here is that it operates on a totally different timeframe than normal combat, each Combat Turn representing 1 min of time, as opposed to 3 seconds. This means the actions of normal characters is going to get very confusing.
The second issue is that the speed and type of the vehicles isn't factored in anywhere. For example, in one of the last games I was in, a bunch of go-gangers on motorcycles were trying to chase us in a souped-up Eurocar Westwind. I don't recall exactly how fast the Westwind went, but a quick look suggests that it has a base of 240, with engine customization, for a total of 288. It also has a base acceleration of 20/60, and NOS. The fastest bike in the books, the Suzuki Mirage, has a top speed of 200 and an accel of 20/50. Given that we're tearing down the highway at top speed, there's no way the go-gangers should be able to catch up with us, even assuming that they're all on top-speed, modified racing bikes, and not choppers.
However, playing by the book, it's all abstracted into a single Opposed vehicle roll at the start of the turn. So, they were able to keep up with us, despite the fact we had a significant speed advantage. They could be chasing us on Dodge Scoots, and it wouldn't matter; if they beat us at the Vehicle test, they get to set the range. Since ranges are abstracted, this means they can suddenly move from Long Range into Close Range, allowing them to theoretically jump onto our car.
Let's make this even more ridiculous. According to the BBB, you can exceed your top speed, although exactly what you roll and how much faster you go is more "GM Discretion". Let's say that our car is able to reach a nice, even speed of 300. They're still catching up, though, because they're doing good on the opposed Test. I then had a Force 10(!) spirit use the movement power on us.
3000 meters/turn= 3,600 KPH, or about 2246 mph or us Americans. That means we suddenly jumped to Mach 4.6.
Technically, this shouldn't matter; we'd need to beat them at three successive turns (requiring a minimum of three minutes) in order to Break Off. The GM, however, decided at this point that the rules were screwball, and simply let us get away.
To complicate the fact that speed isn't an issue, neither is vehicle type. So, a Dodge Scoot can stay in close combat range of a fighter jet, if the driver rolls better than the pilot. Again the fighter jet requires a minimum of three minutes to get away, by the RAW.
Even worse than that, however, is that the rules assume just one type of vehicle interaction: a chase. It doesn't model dogfighting very well, and it really isn't meant to handle a situation with more than two groups involved, one trying to chase down the other. In a drone war, you could have all kinds of vehicles moving about, each trying to accomplish different things. The rules completely fall apart when you involve three or more groups, each trying to accomplish something different.
But the worst problem is the fact that it moves things to a different timescale. That really complicates interactions with normal combat, and makes it difficult for a person to jump into the round. For example, what happens if your driver decides to draw off the incoming enemy vehicles, while you fight the opposition? You have to resolve one combat before you can handle the other; they can't be run side-by-side, and a lot of time could pass for the pedestrians while the high-speed vehicles take several minutes to resolve everything. And the actions of passengers have been immensely slowed; they have to go on Chase time, which means they don't get nearly as many actions as they would normally. Someone pumping suppressive fire would get off substantially less rounds per minute, which means full-auto weapons suddenly suffered a massive drop in their rate of fire.
This also means it's extremely difficult to ambush a vehicle. Let's say you're luring a chasing vehicle into a trap. Your street sam, with 4 IP's, is packing a rocket launcher. Well, first of all, the chase rules assume that you want to get away, so you'd have to make some house fixes to drive in a way that'd convince the other guy to continue chasing you. But because of the different timescales, the street sam theoretically has the chance to get off dozens of shots, since he's operating at 3 sec/turn, and the vehicles are at 1 min/turn. You can try and fix this by forcing things into one timescale or another, but that can lead to just as many problems, and would basically be unfair to one side or the other.
Now, for the final problem: There's a third set of vehicle rules in the Rigging section of the matrix chapter. This is mostly a list of Rigger actions that are meant to be done during cybercombat. The main problem here is that it doesn't say which type of combat it applies to: Chase or Tactical. I assume it's meant for Tactical, but some of it could apply to Chase as well. The problem is that even if it applies to both, the timescale issue means you can't do some things as quickly as you could normally.
How to fix this? I'd personally dump the Chase rules, and move everything back into normal combat. That'd still take a fair amount of tweaking, since you now have to calculate ranges normally, instead of abstracting them; you'd need to do a lot of math to compensate for the differences in speed between vehicles.