QUOTE (DuctShuiTengu @ Mar 25 2010, 01:58 AM)

A little experiment for you to try that should help illustrate why this is the case. You'll need:
- An empty parking lot
- A car
- 5-10 small beanbags
- Go out into the middle of the parking lot.
- Toss the beanbags in different directions and distances.
- Get in your car and drive, in order, to where each of the beanbags landed as quickly as you can safely manage.
- Get out of the car and repeat step 3 on foot.
- Now imagine repeating this at the mall on a busy shopping day. (Just imagine, I'm not responsible for any wrecks you cause speeding around a crowded parking lot.)
Sure, given more freedom of movement, your car can almost certainly go faster than you can run. However, tactical combat (where acceleration-as-movement comes up) isn't taking place in situations where it has that kind of freedom (or if it does, it's moving out of the area where tactical combat is taking place). The low movement rates in tactical combat also cover the amount of extra time that the vehicle spends accelerating, decelerating, and turning - all of which a pedestrian can do almost instantly.
This sounds a lot more like a basketball game than it does a gunfight. Most actions in a gunfight are going to be either move to cover or cover some distance. Almost all of it is going to take place in a matter of seconds.
So, option one is a short sprint, which, for the first 3 seconds at least, a moving vehicle and a person will maybe be able to cover in an equivalent amount of time, due largely to the vehicle's need to decelerate a lot more mass. However, there are plenty of vehicles which could reach 80km/h in 6 seconds. (Of course there are a bunch of ridiculous Troll builds who can reach those speeds as well, and in less time, but this isn't about how broken the Meta movement rates are.) The real case to worry about here is the second case, covering distance. For instance, a sniper is firing on a vehicle in an open area. The vehicle has the choice of either, running away or closing distance enough to fire back. If the vehicle tries to run away, it is dead, because the sniper can just run after it firing away until it dies. This is nonsense. The only thing which makes sense here is to use chase combat rules. Basically, any time a vehicle has to keep accelerating, traveling in the same direction it makes no sense to keep the speed down. If a vehicle is turning and shucking and jibing, then yeah, it will never really reach a state of continual acceleration. Just keep such instances separate from those which don't require a lot of turning and stopping and so on.
But yeah, play how you like to play. If the RAW ruling says it's walking/running and not acceleration, and you play RAW, then godspeed. Just don't get upset when runners start going after 18-wheelers because they can run them all down on foot.