@pc-monkfish It's true, wind changes and the need to change direction usually only detriment the runner, however PvE intervention can affect the chaser just as much. That's usually how I sink to runners, they run, a PvE spawns on me while im being too aggressive, they backboard, and then I throw or something leading to me sinking. Chasers have to not only be close enough, but also have an angle to successfully board. Getting this angle is a huge risk for the chaser, for if it doesn't yield then the chaser loses a lot of ground. The runner, on the other hand, can board as many times as they like with near zero risk, and can even bring tools such as kegs.
If I'm solo, ill chase solos and anyone who runs. Cause why not? I'll probably lose, but I'll still improve or learn something either way. Chasing as a solo is usually the reason I sink when I'm the chaser.
If the runner only faces away then yes, the larger ship will catch up. If the runner goes against wind, the larger ship will lose some ground, but still catch up eventually. If the runner sails against wind, and does tricks such as sailing into the storm / fog, weaving around rocks, sailing past forts, and using kegs, they can completely escape from the larger ship as long as they aren't marked on the map. As a solo, I've escaped while running numerous times against experienced players by using these tactics despite them being on a larger ship. Because yeah, running gives me a huge advantage over them and I'm not afraid to say it. If running is seriously the only option because the enemy crew are beyond lethal and outnumber me, I'll take it.
If the larger ship is the one running, not all of these tactics are viable, BUT some of them (backboard, forts, and keg plays) are A LOT more viable due to the increased crew advantage.
The horn of fair winds helps both sides, so all it has done is made it so whichever crew has one will have a very one-sided chase. The kegs though, only ever help the runner. Saying the chaser shouldn't follow perfectly behind is wrong, because they HAVE to directly follow the runner or else they'll fall behind. You have to cut corners / sail straight to them or else its impossible to catch up. The runner being forced to turn sometimes is what allows chasers to cut corners without punishment.
Chasers have to play perfectly or else they lose a ton of ground. All it takes is for the runner to get out of sight, de-mast the chaser by sailing past a fort, de-mast them with a keg, or just swim and lower the anchor. All of these things the runner can do with infinite attempts. (It's harder for a solo since they have to plan ahead, but running still gives an advantage in every way)
The thing is though, most runners don't even do this somewhat engaging stuff! Wanna know why? Because these tricks go against the philosophy of most runners. Most runners don't want to think, they want the easy way out, even if it doesn't work long term. In my experience chasing, they never backboard, and all they do is face away in the wind and sit idle on their boat. These tricks don't ever get thought up by the average runner and most runners only discover them because they are scrolling shorts while running.
I get that you are defending runners, because you run. I run too. But please, when people say "runners" they don't mean the players who run like you or me, or the runners who run purely because they want to frustrate the person chasing. People such as me, terrfic, say "runners", to point out the long standing meta that rewards people who are bad at the game to run first, and not think later. The problem is the fact that new players will learn to turn away and leave without learning anything else. So they never learn to repel boarders, or what to do when under pressure. Since they never learn these crucial things, and running seems to always work at least a short while, they just run without ever learning a thing.
MACHINE LEARNING EXAMPLE
It's like how machine learning can put itself on a small peak by taking the path that rewards the most. In SoT's case, the rewards would be as follows: doing voyages (which gives some points), staying alive(which gives a little bit of points), Loot sold (gets a huge amount of points) and sinking(which deducts a lot of points). If this machine learned to run, it could run forever and get infinite "staying alive" points. If the machine gets efficient, it will also get some voyage, and some loot points. If instead though, the machine tried to fight, it would initially do far worse than the machine who runs. BUT, it will begin to get better and better at fighting and starts winning more often. Winning also has the chance to give extra Loot. Eventually, this machine will NEVER lose fights. Thus, it would always get "staying alive" points, A LOT of "voyage points" since it barely spends much time fighting, and even more "Loot sold" from doing extra voyages and winning battles. which in the end, leads to a lot more points total over the machines who only run.
This example kinda sucks though, because it assumes most runners are trying to learn.
Another thing with total honesty, If the person I'm chasing/running from actually does these all these tricks and doesn't have anything of value on board/still is almost able to catch up, I'll probably just target the next ship we happen to sail past, or leave once I get bored/dive to a different server, concede, or just leave. If the chase is going to last forever, (which rarely happens) I'm giving up. Personally, I don't want to play in a stalemate. Most games, such as the game that invented the term stalemate (I think), use it as an ending. If you are losing, and manage to force a stalemate that's not failure, and is usually indicative of near equal skill. In some other games, a stalemate or tie is also indicative of near equal skill. A stalemate In SoT though, is not only not an ending, but isn't even indicative of near equal skill because it's far easier to run than to chase. In a game where there is no ending, such as SoT, a stalemate is a bad outcome that only wastes time. Which makes running bad, because running is the easiest way to force a stalemate if you are good at it, or at least prolong the inevitable if you suck at running in this game.
This is what I think about the PvP/game-play side of running. I did neglect to mention the interaction, and emotional / "moral" sides of it, but those were not part of your retort, so I didn't mention them.