QUOTE (Aaron @ Sep 3 2008, 01:27 PM)

I'm sorry, I missed the part that stated that faster speeds always impose penalties. Perhaps you could offer a reference?
According to the reading of the Speed rules you favor, if you exceed your vehicles' base speed, you incur dice pool penalties, right? I agree that's a fair reading.
The problem here is that means there's no incentive to go past your base speed in Chase Combat. In fact, you're penalized for doing so-- your dice pool for the Vehicle Opposed test, which is at the heart of the Chase Combat rules, is reduced. That means that the slower vehicles, who are remaining below their base speed, have an easier time catching up to you.
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The problem is that the GM did not apply the Movement power properly. By RAW, the Movement power affects Movement Rates which people and critters have. Vehicles don't have a movement rating, they have a speed. The spirit could thus make the occupants run as fast as cars, but not turn cars into fighter jets.
That's a mighty interesting reading. However, the rules on Acceleration (p 159) makes it clear that they do have movement rates. The acceleration rating indicates the vehicle's walking and running rates; additionally, it tells you how to increase them.
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Beyond that, the description of Chase Combat say that it is designed for car chases or dog fights. It never suggests that you should combine them. If you are in a car, chasing a jet, you lose. End of story. Now if the jet was still on the tarmac, and you had to close to close range before it finished accelerating, that is a perfect case for a limited chase scene. You have two rounds before it stops being a ground vehicle and takes off.
There's too many possible situations here to cover them all; but first of all, it's not impossible for a ground vehicle to chase an aerial vehicle. Let's say someone is trying to get away in a helicopter or dirigible. You're on the ground, and you want to follow them. It's not impossible for a car to keep up; it would depend on a lot of different things. However, even so, the aerial vehicle should have some sort of advantage. The Chase Combat rules doesn't allow for this, however.
Second, the Chase Combat rules don't work particularly well, even for straight chases and dogfights. The opposed test doesn't give the winner a superior position; it allows him to set the range. But in a dogfight, what happens if they both want to be within close range? Your superior skill becomes meaningless, because the weaker driver also got the range he wanted. What's more, the rules break down when there's more than two people involved. Since the winner gets to set the range, even if you come in second place, there's no guarantee that you'll be in a better position in relation to the loser.
For example, let's say you want to shoot down a drone before it can reach its controlling rigger's van. You roll your opposed test, and this is your results:
1. Opposing Rigger and his van.
2. You and your vehicle.
3. The drone, which rolls a botch.
By the rules, the opposing rigger gets to set the ranges. He puts his van and drone at Long Range in relation to you. Thanks to his superior skill at Ground Craft, his rotodrone is able to start getting away from you.
Third, the change in timeframe really scrambles things. What happens if someone summons a spirit? They can't participate in the combat at all, since they don't have a vehicle skill to roll for the opposed test. Ryu suggested that if this happens, you should cut to normal combat; but if you're yo-yoing back and forth between Chase Combat and normal combat, you're going to have a lot of timing issues.