Thread: Chase limits
View Single Post
Old 01-29-2021, 10:55 PM   #6
FeiLin
 
Join Date: Aug 2018
Default Re: Chase limits

Yeah, that’s very true, Lucky Breaks are crucial. Come to think of it, perhaps it’s even a good thing the “boring chase” drags out a bit, since that incentivises players to adapt/respond. Even wiping due to a bad roll might be a fun opportunity for storytelling.

I’m used to tracking pesky details like FP or fuel, so I kinda started thinking in that end (“how long could the chase go on?”).

Having a fix goal is a good bit of advice, though. It could even be more conditional (“after X rounds, {# in quarry group} - {# in pursuer group} escape”, etc).

Quote:
Originally Posted by ericthered View Post
I ran a set of simulations to test this out. [...]
Great, thanks for the stats!
FeiLin is offline   Reply With Quote