I pointed out several times in this forum (and outside it, too, but you don't know it
) that working around mutual distances on space-planetary chase is a "pain in the rear thruster"
also, while rolling for planetary or space pilot, speed is factored for the difficulties so having faster ship is mostly worse than slower one!
i thought about a simple way to solve chase:
- a chase start with both sides at several "units" of distance, let say 10 units. This would be roughly long range
- both sides roll for pilot roll
- a successfull roll for escaping ones add ship's speed to the units, while a success for chasing one is removed from units
- when a chased ship goes too far (ie 20 units) is gone; when a chasing ship goes too close (ie 2 unit or less) is at close range
- when ship start shooting, there is no more chase: both sides has to spend time to hit and avoid being hitten, and chased one need to go over chasing's cannons range before start fleeing again
what do you think?