Does anyone have any suggestions for a system with good rules for ship to ship combat and space travel?
I've struggled with this as well. I have three bizarre suggestions however.
Starfinder. One of the few things I liked was the ship combat. It reads insanely complex, but when you play, each turn the PCs choose a seat, and then choose from a list of whatever actions that seat can do.
Tiny d6. Not a tactical game by any stretch of the imagination. I wouldn't call the ship to ship combat "good". Where it shines is the ship builder is simple. I house rule in some restrictions on firing arc and it worked well enough. Not great, but good enough. Don't buy the game for it however.
One I've not played but heard about recently. One Page Rules Grimdark Future Warfleets. Character stats won't tie into the game, but it's supposedly decent enough as a Battlefleet Gothic replacement.
I get strong vibes that you're not really familiar with Shadowrun and as a general rule my approach is "if you're going to change something, know what you're changing".
100%
To explain it. I'll use my experience with MechWarrior.
For years, I had heard repeatedly about how great MechWarrior (or Battletech) is. Maybe years later I finally got to play it and ...I wasn't impressed. The part that matters here however is the lore. People hyped up these stories as peerless, but I found the story to be near none-existent. When I played MechWarrior 4, you get to choose one of four mercenary companies. Not knowing them, I chose the one that gave more money. This turned out to be the "wrong" choice. Supposedly the Kell Hounds were the most super awesomest merc company evar!!!1!!one!! When I get to choose between siding with Stiner or Davion, I just shrugged. But to MW lore buffs this was a big deal.
After years of this, I eventually figured that the setting started as a simple set up for a war game, but years of novels (many of which were US only), spin offs, and games had resulted in an impenetrable block of lore, and not knowing all of it meant I was missing out. The "peerless stories" seem to be more lore references.
I'm coming into Shadowrun just now, and it's a similar mess. Seattle, Hong Kong, Berlin, Bug City, Super Tuesday, plus a whole timeline of events and status quo changes. And unlike, say, Call of Cthulhu where everything is self contained, or Eberron where the setting is static. It makes it seem like everyone has to know all of it. And that's before arguments over all 7(?) editions.
And if the rigger chose to sit in a van the whole mission , what's wrong with that if he has remote drones that can do the job that way?
This was covered previously, but in short, nothing in isolation. The problem is that obvious challenges that would arise from that playstyle are met by the proponents with "nuh uh!".
What is the building is wirelessly shielded? "Nuh uh! Wouldn't work."
What if they shoot down the drone? "Then I'll just send out another!" Wouldn't you run out eventually? "Nuh uh!"
What if they send a security team to check on the parked van since I assume riggers are a known threat in this setting? "Nuh uh! Wouldn't work!"
I don't even want to kill the PC. Just it's treated as a game breaking "I win" button even though it doesn't seem like it. I don't even know how big these things are. Are they tiny like those toys you see, or are they the size of a car? I assume that's up to the rigger, But the former is venerable to anyone with sufficiently sized tupperware, and latter could be stopped by an average sized doorway.
A lot of the usual dungeon tropes would such as "one way in and out" would not apply. The arcology has innumerable VTOL pads, transit stops, elevators, thoroughfares, etc.
I'd run it where they would sealed inside, and are quickly recruited by "the rats in the walls" (I've only skimmed the book remember) which from what I gather are survivors trying to band together to get out, hiding out in blind spots in the surveillance system.