QUOTE (Irion @ Aug 12 2011, 12:13 PM)

Because you limit the everything on very simple actions!
One shot, one attack, one parade etc.
If you had lets say 30 sec combat turns, you would need to describe in one action how your character acted. Is he just spraying bullets in the direction of the enemey?
Is he waiting for them to reload to get a shot etc.
Etc.
Which is perfectly feasable. And I already said you can do more combat actions in a longer turn, just with only one or at least few effects, and generally one roll.
QUOTE
@Brainpiercing7.62mm
Sorry, but thats just plain wrong. Fewer oppponents/fewer people shooting is always easyer to handle. The problem is, that most GM have a problem building them up, because the tend to make them to weak or to though. Of course it is much easyer to just send another wave.
But yes of course those fights will be over quite quick. Thats the system working. It is supposed to resolve a situation in few rolls.
If you want them to last longer, the players and the GM have to act acordingly. TAKE FREAKING COVER. Skip a turn in cover. Etc. etc.
I mean what should happen if two guy stand in front of each other and start shooting?
I've had it so often that GMs build that ONE super-badguy, and they put a lot of effort into it, and then the players knock him out in one turn (or die). And then they come crying for house-rules, because even piss weak characters can nova in fights like that, and suddenly a GM wants to nerf the Warmage. Well, duh.
It's easier to handle, but that's about it. It's not dramatic, it's not fun (both for players or the GM, because there is no diverse tactical challenge, no necessity for various ability usage, etc.), it's just 4-5 guys beating down one guy very quickly, OR that one guy being untouchable. And GMs around me just keep making that mistake. And that's what I mean by "handling such fights poorly". They don't work in D&D, they don't work in SR, nor in any other system I know. Admittedly SR4 is better at this than SR3, because the damage system is less binary. However, you are already forced to make that one big guy either a mage or a vehicle, drone, or spirit. And the lattermost two suffer from the binary issue again: If you get through their immunities, then you have already done so much damage that they can't resist it anymore. An F7 spirit can resist whopping 14P attacks, but almost instantly dies from a 15P attack, because it can only soak 4-5P on average. (Or I might be wrong, and it has 21 dice to soak, but even so...)
A body 4 drone can resist 12P attacks, but is then probably heavily damaged by the 13P attack, because it can soak 5-6P on average.
So you go bigger, and the F8 spirit or the 16 body/16 armour light tank wipes the floor with the PCs. Well... duh.
The problems are always the same:
Balancing
Drama
Speed of resolution (as in, mostly too quickly)
Lack of tactical challenge (Is it my turn? Uh... I shoot the guy. Next.)
Most of these CAN be avoided, I admit I've used some gross over-simplifications, but that requires a lot of insight and possibly preparation - and even that is no guarantee.
As to voluntarily drawing out the fight? Well... you can do that, but that quite often doesn't improve things. In game terms, you need a reason to take cover, because for mechanical reasons it's probably much smarter to knock the enemy out quicker. So, for instance, you might take cover to select a different weapon, change your ammunition, or get a piece of equipment from a container, but during that time, mostly the others are still fighting, and making sure that your use of time might end up inefficient. Unless it's absolutely critical that you have that time of cover, you just wasted it. In reality, not getting killed is a pretty good reason to take cover. In a game, if it's already that binary, then hiding for a bit won't save you, because you haven't done anything to improve your tactical situation.
I firmly believe that for an interesting fight you need several different opponents, who make use of the environment to create an interesting tactical challenge, while not creating huge balance issues. And fights like this just take LONG. And during that time, the 1IP character (who was duly informed before he made his char) sits around for 30 minutes every turn while the others take their actions. And even though he said he was fine with that, he then went and did stupid things because he was bored.
And that's the real issue: You can't make a MEMORABLE boss fight without being either REALLY good at doing that, or making it a long drawn out affair.
But big fights have their own problems, mainly resulting from the tedium of slogging it out with multiple, individually insignifcant opponents. And the middle ground is very narrow - basically few, but indivdually fairly powerful opponents. And you are now stuck in a bad game world.
But with rules that gave these 1IP or otherwise non-combat characters stuff to do while the others fight, things might be better. That's my whole idea.