QUOTE (tisoz @ Jul 25 2012, 08:58 PM)

Considering astral response times...
It takes a turn just to astrally project. I think they would not be astral until needed as essence withers away. Also, how are they getting dispatched? Astral beings can't get reports from mechanical devices, so if they are already astral, it involves relaying information which lends itself to errors getting introduced.
Next, once astral, yes they can move at fast astral speeds, but they need to navigate, so unless they know exactly where they are going, they need to navigate by landmarks or counting streets, etc.. Once they find the address they got called to, is the threat going to be evident? Are they just going to pop into the middle of things or approach using cover? This will slow things down a turn or more.
If the threat is within a building, once again, the respondent will need to locate it, and are they going to go headfirst into an unknown situation or use a bit of caution. Slowed down again.
If they are going to use spirits, it takes a simple action to call them to service and a complex action to order them. So if they are having each spirit do something different, each takes a complex action.
Just a few thoughts off the top of my head.
Unless referring to SR3, you have the time wrong.
Astral Projection is a Complex action. A mage with 3 passes can project and move 5 kilometers by using a free action, or 100 meters as "walking."
The mage could also just send the spirit, who would be waiting on the astral. One simple action to give command, not complex action (or one to call, then one to command makes no difference).
Most mages would probably be deployed as a result of someone trying to move through one of his wards.
I can imagine an example:
1. Magical threat called in.
2. Mage on call receives message and make a quick decision depending on severity of threat.
3a. Watcher spirit or Max-force spirit given order to investigate location (if warded area),
3b) or mage projects and move up above the city to locate area. Im assuming the mage knows which areas he is responsible for, just as a cop knows where to drive to.
4. Mage + backup moves quickly to the correct area and then starts searching for magical threat(s). Or spirit reports on magical threat (class of magical subject, presence of threat), if needed go back to 3b.
5-7 Mage detects threat, directs Spirit or casts direct stun spell to defeat it, retreats if outmatched to call in a HTMR -team.
Ok as you can see this takes several turns, in which time a normal combat or 3 is over. it is however fast enough to interfere with a team of runners entering a warded facility (might have to spend minutes to find what they want), or even to find obvious magicians or shamans creating havoc on the streets. If you want fast, you want on-site Spirit protection and possible Mages. And a private mage could respond in a single combat turn if his ward is disturbed.
Navigation: By raw "running" imposes a -2 penalty on all action, which includes Perception. Given that the mages are trained to "fly" quickly over Seattle to find specific neighborhoods, they should be able to to this even with the penalty. Flying on street level would probably run the risk of crashing into some ward or getting lost in the blur of living beings (the less life, the easier it is to see anything living or magical in astral space).
The greatest time consuming factor here is the response delay, which might be based on routines, experience, rules and self-preservation. For example, a Lone Star or Knight Errant mage would probably never go to a potentially deadly area without first reporting where he is deploying to (just like a patrol car would call in where they are headed)... and another officer might guard the body and look for suspicious twitching and bleeding