QUOTE (Yerameyahu @ Sep 21 2011, 09:48 PM)

This simply doesn't happen. By RAW, it takes Mr. 1 the full Combat Turn (4 IPs) to duck around the corner; Mr. 4 already, RAW, gets the chance to shoot him the whole time.
Yes, by RAW the character moves 1/4 his movement speed per pass, getting it to work as you described.
Or are you saying the way it actually works is 1 IP guy stays exactly where he is on his turn, and his movement doesn't have any effect until his next turn? Because in that case it's just as odd, but the other way around.
However we were discussing an alternative system, where initiative passes aren't clearly defined, so you can't just say "Everyone move on initiative pass", because the initiative passes are incredibly fluid. This is great for everything EXCEPT calculating movement.
When I complained about this, the answer I got was "When does this level of precision movement matter" to which I responded with that example.
To give an example in the context of the proposed system: You have two guys. One has 3 intuition, 9 reaction, 3 IPs. One has 3 intuition, 4 reaction, 2 IP.
Guy 1 has an initiative score of 15 on average, guy 2 has an initiative score of 9 on average. So actions look like this:
15-Guy 1 acts
9-Guy 2 acts
8-Guy 1 Acts
5-Guy 2 Acts
4-Guy 1 Acts
2-Guy 1 Acts
Now, looking at this, where would you say you determine people are moving? On Guy 1's initiatve passes? If so then consider this example:
Guy 1 has 3 IPs, but an initiatve score of 18. Guy 2 has 4 IPs but only an initiative score of 16
So instead you have:
18-Guy 1 Acts
16-Guy 2 Acts
9-Guy 1 Acts
8-Guy 2 acts
5-Guy 1 acts
4-Guy 2 acts
2-Guy 2 acts
So now do you make movement happen on guy 1's passes? Or Guy 2's passes since he has 4? Or do we make movement happen on your own pass, and extrapolate out where your extra passes would be if you didn't have them? Actually now that I think about that that may work. It would lead towards a lot of movement being at the very end of the initiative track though. Not sure if that's a bad thing or not.
I ask this because yes, it is important to know where a person is at any given point in a combat turn, and having people move at different rates is wonky. So a new initiative system needs to take that into account and have some way.
Edit: Honestly though, just using the 3 IP system where everyone acts on 2nd pass, 2 and 3 IP people act on 3rd, and 3 IP acts on first pass, is more intuitive and easier to deal with, even if it is a bit less fluid.