I ran into a situation last night in which my PC's were escorting an Action VI Bulk Transport as part of a "legitimate" financial endeavour. They were ambushed by Pirates and combat ensued. My PC's engaged the main pirate vessel in a dog fight, while the Bulk Transport (unarmed) was targeted by a minion group of Cloakshape Fighters.
The PC's decided that the Transport should try to "out run" the Cloakshapes until they could deal with their main pirate problem, then sweep in and assist them. The Transport is Speed 2, and the Cloaks are Speed 4. The Transport began it's "run" at medium range from the pursuing Cloakshapes.
Then the rules broke down and the Transport, despite being the much slower vessel, became mechanically indistinct from it's pursuers. The Transport moves two range bands, and then the Cloakshapes do. The Transport retains it's distance at Medium range. Rinse, repeat.
RAW, in open space, the Transport gets away, every time.
Now, as the GM, I said, "Ok, then this becomes a chase scene, in which the use of opposed piloting checks come into play." as is suggested in the Rule Book. Except, now my PC's argue that I've removed a valid tactic from their strategy and that the "Chase Scene" is the GM's way of taking away their control of the situation. They also argue that a chase scene only works in a cinematic sequence, and has no place in turn by turn combat (which I'm inclined to agree with).
Has anyone else encountered this kind of mechanics manipulation?