QUOTE (Mongoose @ Jun 26 2011, 10:39 AM)

The only reasonable way to use the current movement rules is to assume there is a constant number of IP's. AFAIK, the most possible IPs in the game is 5. Somebody, somewhere in the world has 5 IPS, and (seeing as they are a hacker, so can affect things almost anywhere in the world) they might do something that affects your combat. Thus, for movement purposes, you have to assume there are 5 IPs, right?
Except, that kinda makes for crap game play. Diving for cover is pretty much not an option, even against totally un-augmented enemies. Also, having everybody move 5 times per turn is just a pain in the ass.
This is my preffered way to do things, except your numbers are a bit off. There's a definite rules hardcap on 4 meatspace IPs.
I'd also like to point out that shadowrun uses distances in Meters. A human movement rate divided by 4 passes is still 16 feet covered.
When you stop to think about it, its damn impressive distance covered in 0.75 seconds(3 second combat turn / 4 passes) from standing still to running.
If you think that makes for crap game play, then you need to reexamine the distances you use in your fight scenes. No, really. See next quote
QUOTE (Yerameyahu @ Jun 26 2011, 10:44 AM)

You can dive for cover, you just can't 'dive' 20 *meters* for cover.

For the record, 20 meters is 65 feet. This type of thing is pretty much the reason its necessary to tone movement back down to much more sane, reasonable levels. There's a difference between diving for cover behind a bar or table, and diving across the entire basketball court to take cover. (google tells me its 50' width, and either 84 or 94' depending on highschool/college or professional courts)
Taking a system with dynamic movement rates and turning them into flat movement rates just makes SENSE. Every other game system out there uses that system:
D&D 3.5? 30 feet per turn. (and lots of ways to increase it, most of which involve adding 5 or 10) 6 second turns.
AD&D/2e: Notable because each combat turn was a -minute- of combat, with a series of assumed attacks, counters, and parries between the dice rolling. It had fractional -attacks-, in that fast fighters would occasionally carry a strike over to the next turn, but NOT fractional movement.
Dark heresy? A little more complex, but still incredibly easy to calculate. Take your agility, divide it by 10, drop any fraction. Thats your Half Move speed in meters. Double if full moving, triple if charging, x6 if running. (for an average dude that breaks down to 3/6/9/18). This system uses 5 second combat turns.
The common theme here is: They all have flat values.
Shadowrun 4th? Its the only system where figuring out how far you go when you want to get away from the bad guys has the following steps:
Look up your movespeed based on your metatype
realize that its per TURN, and go 'oh wait, i can only take part of it now'
ask all the other players and the GM how fast ALL of the combatants are, and then divide that distance by 1 to 4, and wonder if .6666 repeating meters puts your outside of melee range or not.
Oh, and NOW you get to move.
Yeah, its just BAD rules fu.