So SR vehicle specifics with reguards to motion, turning, etc. has been left intentionally vauge for good reason: It's complicated. If anyone here's ever played Car Wars before , then I am sure you can relate. Most RPG's I've played tend to ignore the whole 3D aspect of flight or situations. Which like them, SR is a 2-dimentional game. There are no real rules reguarding distance from high places (like snipers) without using Pythagorean's Theorem to get a better idea of how far away things really are. While 2D makes rules considerably simpler (and way more managable), it does restict the ability to model some things in SR.
What I am driving at is how some drone have speeds that could make them a part of regular combat phases (speed= ~15 or so) and am curious how you all handle that. I am specifically looking for vehicle-movement during combat with non-vehicle entities. Things like, how sharp of turns can they make at given speeds, can they recover from a steep dive, slowing and changing direction, etc.
I am considering just treating them like regular PCs for movement during combat and just tracking an altitude (when applicable) and making note of accelleration/deccelleration restrictions for Driving Test purposes, which seems to be a good start.
I know theses situations are rare and are GM calls at best, so that's what I am asking for: Your experience and thoughts about handling vehicle-movement in non-vehicle combat situations.
Thanks.