>>95852119 (OP)Depends on exactly how long they have to go at it. Sometimes short timers cause players to panic IRL and make very stupid decisions. Long timers pretty consistently make players forget about the timers and fuck around until the time limit is up. Or the alternative to both where they just bee-line the objective and fly or die.
Personally, I prefer more vague time management schemas. The 'big thing' doesn't have a specific deadline that's visible to the players, but I make sure to put some more vague pressure. Either rumors about how things are changing, directly experiencing things spiraling out of hand, or just simple reminders that they have things that need handling soonish.