I can see if the escapee is fleeing pointlessly, beyond the edges of a system or up, but otherwise... Ehhh. The example I can think of specifically is fleeing the Navy while playing my smuggler: I've developed a good ooRP relationship with a few Liberty Navy people and had several good RPs with them, each time I've simply run from them. No RP was lost. It would appear to me that in this case using a game mechanic to catch up (which, in reality, doesn't really make sense) would put the focus on the conflict rather than the RP. I get that some people are just going to run pointlessly and that's lame, but if this tactic is pulled on me, I'm going to give minimal effort in playing my character, pay the pirate/fine or whatever, and move on quietly, as this screams to me more like "We're here for your money, RP or not."