So one glaring issue I have with the core rules are the chase rules. I find them to be arbitrary, slow-moving and dull. I have an idea of an alternative set of chase rules, I'm interested in the community's thoughts on my proposed idea for house-ruling at my table. The main reason for the change is to keep the chase narrative, keep it short and keep it moving. To use the normal rules kills all the excitement of a chase right at the start with an initiative roll & a round of piloting rolls. By the time you get to individual turns, they have no momentum.
At the beginning of the encounter, roll initiative as normal.
During the beginning of a PC pilot's turn, they must make an opposed piloting check against the NPC's involved.
This check can be modified as follows:
Handling applies as normal.
Speed of the PC's vehicle and the NPC's vehicle is compared. A PC vehicle with more speed gains the difference as boost dice. A PC vehicle with less speed gains the difference in setback dice.
Environmental factors can add boost and setback as normal.
Success results from each piloting check gets added to a pool for each PC vehicle in the encounter, with a goal of X* successes per PC involved. Allies not piloting but participating in the encounter can add success results from their actions towards the goal for the vehicle in which they are passengers. If the goal is met before 3 rounds have finished, the PC's escape/catch the pursued. If the PC's fail to meet the success requirement by the end of 3 rounds, they are caught, lose their prey, suffer enough damage to require landing, crash, etc... PC pilots are still allowed to take an action on their turn but suffer an additional 2 strain on top of the normal costs.
In this way, a PC pilot doesn't need to bother about arbitrarily burning maneuvers to increase the speed of their vehicle. This method cuts out all NPC piloting checks and instead of having a round of initiative rolling and a round of piloting checks, the PCs roll on their turns and the NPCs just take actions to attack or whatever else they are going to do.
*The number of success results required per PC involved can be multiplied to set the overall difficulty of the encounter, beyond just the NPC's skill and environmental factors.