Nothing in my rules prevents guards from calling for backup. They just can't run several meters, jump behind a desk and call for backup in one IP.
And why can't they? Why is the ability to do that so unreasonable to you?
Well, they only act on pass 1 if they are not surprised and are suffering that -10 to initiative. They also only get to act on pass 1 if they are still alive. Given in your example that the SR team has 2 to 4 passes, it also means that they rolled a much higher initiative than the security team and will be going first.
I assume you aren't putting them up against a force that literally only takes one pass to defeat. And you apparently regularly use 20 dudes, so I think I'm correct in that assumption. The guards will get to do at least one meaningful action by normal rules. By yours the only way they can is if they either don't move, standing in the open to get shot, or they started in bunkered positions.
I've played plenty of other game systems where this is the case and it has never impacted playability of the game.
Because those systems are designed for it. Shadowrun wasn't.
Nothing preventing it. Players simply don't move as far.
They either act first then move, or move then act. By your rules, they can't do it while moving, which is what I said. and they don't move at all to reload, since every weapon requires a complex or two simple actions to reload, nor can they move at all to use skills (also a complex action). They also might want to see what they're doing (Simple action) before they start shooting (simple action) after moving into a room (normally not an action) unless you don't enforce the Observe in Detail rule.
Hey! Finally, something good to ponder! Some of those actions (like lock picking), I don't have a problem with the player needing to waste an IP moving into position. I'll have to examine some of other skills, like Leadership to see if making it a simple action is appropriate.
Well at least you're admitting they're wasting IP, but I guess nothing I say will change your mind if you don't care that you're screwing with the action economy and making everything take more turns than it should.
I partially disagree. Climbing doesn't require character to spend a walk action; neither does repelling. Jumping is a tricky one. Technically all a character has to do is spend a free action to Run and then a Complex action to Jump. Will ponder this one later.
It does if they aren't already standing directly in front of the thing they want to climb up or repel down. Player moves to wall, then uses a Complex action to climb it. But by your rules, they have to spend an action to move to the wall, then wait a turn before they can start climbing. Jumping is also made more complicated, since they're either moving to the edge of the gap, stopping, waiting a turn and then hopping over, or they move close to it, stop, wait a turn, then roll for run and hope they get enough hits to reach the gap in order to jump it.
My point with the videos is that SR combat rounds are already too short. Things take longer in the real world. The notion that the average security guard can run 12 meters while shooting and reloading his weapon in a combat situation is silly.
You underestimate how fast people can do things. Also, the average security guard
can't run 12 meters while shooting and reloading his weapon, since reloading is either a complex action or two simples. He'd need more than one pass to do that, which inherently makes him not average.
In addition to that, the examples you gave are pretty misleading. If I were to describe what those guys are doing in game turns, it'd be Sprinting into position (Complex Action), Readying their weapon (Simple Action), Aiming (Simple Action), and then firing (multiple Simples, or Complex action for bursts.) That's multiple passes, if not multiple combat turns.
And even if you were right, shadowrun ascribes to a cinematic form of combat, where you can run across a wall while spraying bullets from two SMGs without breaking stride. The cinematic quality is significantly diminished, if not completely abolished, by the stilted movement system you want to implement.
Considering that he didn't move. I fail to see the relevance.
Do you really think either one would be significantly slowed down by doing it on the move? Their accuracy would suffer, sure, but that's what penalties for moving are for.
I don't need to track that NPC A moved 3 meters, NPC B moved 5 meters, NPC C moved 3 meters, NPC D moved 10 meters, etc... Once their movement is complete for the IP, I don't need to worry about how far they have moved, only if they were running or not.
If that is seriously your entire gripe with the current movement system, you need to work on your book keeping skills. I don't know how you manage to keep track of things like damage taken, ammo used, or the various environmental modifiers if you can't even keep track of how far you moved a miniature.
There's also a significantly better way to handle that problem: Take the highest IP in the combat, and divide the movement rates by that number. That's the maximum movement everyone gets per IP.
So if one of your player can hit 3 IP, take your Agility 3 Security guard's movement rate of 6/12 and divide it by 3. He can move 2 meters per IP, 4 if he runs. Apply the same rule to your players and you even manage to avoid that dashing adept you apparently hate so much.