QUOTE (Cain @ Apr 26 2009, 01:03 PM)

The bookkeeping isn't "more", it's a nightmare. If you have a ten-member go-gang, you'd need to keep track of ten bikes and their relation to each other, plus the people they're trying to chase.
But the best roll per side doesn't work, either. Let's put the Westwind and the Scoot on the same side, only this time we'll put a rigger in charge of the Westwind. Despite the fact that the Scoot may well be looking at a negative dice pool in order to make the opposed test, because the rigger will win the test each time, the Scoot gets to stay in close range of the Westwind.
I don't think that the best per side "doesn't work." Your objections are based on realism, not on utility. If it doesn't make a fun and enjoyable game, then it doesn't work. If it does, then it works great.
But I don't even think you have to look at it as being unrealistic. If I understand you, your gripe is that because a Dodge Scoot is so much slower that a Westwind, it makes no sense that they'd keep up with each other just because the Westwind rolled well. I think you're looking at it the wrong way though. People on the same "side" are actively trying to keep up with each other, and allow each other to keep up. The Westwind stays apace with the Scoot because it wants to, not because the Scoot starts driving 4x faster than its top speed. The rigger's success might simply be to lead the Scoot through traffic in such away that both vehicles pull ahead of the opposition, or it might be to turn off at the right time, when the opponents don't expect it. However you want to explain it, there has to be an understanding that vehicles on each side are consciously trying not to ditch each other. If they don't care, then they can't really be represented as the same side in this system. You can picture this scenario as a Dodge Scoot going 300 meters per turn, and then throw up your hands and say it doesn't work. Or, you can picture it as a Eurocar going closer to 100 meters per turn, and the Scoot managing to keep up just barely. They pull ahead not by going faster, but by being more clever than their opponents. The only time where speed is the sole factor, or even the most important factor in a chase is when you're in the open desert with no terrain, and it's simply a race. But that scenario falls pretty well outside of what chase combat represents.
QUOTE
And gods help you if there's more than one "side". Then you've got the issue of someone possibly wanting to be a Close range to one target, but Long range to another; while another side may want something different. It becomes a chaotic mess.
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It doesn't sound that hard to me. First of all, you couldn't be Short from one party and not be Short from all other parties at the same range. You couldn't be in range to jump onto a truck, but also be at Long range from another group that's also jumping onto the same truck. Now, you could be, for instance, Medium from one party and Long from another. That simply represents that you're in front of the guys you're Medium to, and the guys you're Long to are behind them. Or vice versa. But the bookkeeping sounds pretty easy -- just create a matrix for each party, with a row and a colmn for each opposing side. Then, when Corpers become Medium to Runners and Long to Cops, you just change the values in the table to represent that. If I understand correctly, only one winner of the Opposed test gets to change the ranges.
That would be a nightmare if all of them could try and change ranges at once. But all you do is step the ranges for the one party who won, however that party wants. It would probably work best with an Excel sheet, because that way you wouldn't have to fill multiple pages with charts, or continually erase.