Not at all.
The hero overcoming adversity and eventually succeding is the meat and potatos of any adventure stuff.
To avoid the mess that comes with trying to get PC's to surrender; you might start a few hours later, say, in the holding tank, after the sentencing, or being transported to the prison.
One of the better Sci-fi games in my past had the players sit down at the table WITHOUT character sheets. The characters woke in a dark ally, street clothes, NO memories of their past, and a wanted poster with their face(es) in their lap(s).
The players had a great time running from the past crime, not knowing what skills thay have but trying anyway, and sorting out what happened and why.
The real story included a very powerful mega-corp testing potential junior exec's. How do they think under pressure? Creativity? Agression? Durability?
They got it, eventually. All the police on the planet charging into the headquarters building (a-la Blues Brothers) and a confrontation inthe board room with the CEO in a finale that had attack helos', Gauss rifles, boobytraps, and a thermo-nuculer device...
Too bad I couldn't run this one again.