Jonathan_S wrote:So closer than that and you're playing chicken, with whoever acts first surviving. If the SDs want to press into energy range they can't ever hit preemptively hit the button, so if the defenders launch inside those ranges the SDs will get hit. But if the SDs are just trying to psych the defenders into wasting missiles... At the highest velocity at which you can safely escape back into hyper you cover 10.7 million km in 4 minutes; but you can't just wait until they make it that far in and assume that means they didn't hit the button because they could have done so at any point along that path. Also their closing velocity against your ships (which have no built up base velocity relative to the attackers) means that their SDMs can be launched from further out, so you need to launch earlier if you want your missiles to hit them before they can successfully launch SDMs at you...
And the really sneaky thing is that IIRC we've also been told that you can abort a hyperjump much closer than 4 minutes out. So you can commit to the escape, then cancel it if the defenders haven't launched. OTOH if you do cancel you're then committed for at least another 4 minutes (and probably the full 16)
Once the attackers cross that 4 minute missile flight line it's a mental game to see who acts when and whether their actions pay off as desired.
You and I are interpriting the provided information differently. I understood it to say that it would take a total of 16 minutes to prepare to jump, not that you would
"have" to jump at the very instant things became ready.
I would think that once the engines had powered up to a ready state, they could be held at the state for several minutes. Then once a jump became necessary, the ships would sync up and jump within seconds.
I give you a snippet from the end of chapter 21 in ART.
"So far, the exchange had used up two and a half minutes, leaving him just over three minutes from the hyper limit. He'd bought himself a little extra cushion with his instructions to Daniels, but even so, he had to make the call with in the next two minutes."So it would seem that Filareta's jump engines were ready to go, and he could use them at any time in the next 2 minutes before he got to the hyper wall. How long the engines could be held at that state I don't know. But surely, they could be held in that state for long enough to pick a point to jump after the opponent's missiles had been launched.
I think with a repeated approach that started way beyond missile range, far enough to give your ships a chance to ready the jump engines, you could make a fairly close approach, close enough to tease out a missile launch from your opponent, and then jump.
How frequently you could make these approaches would depend on the number of ships available to you. If it was just your one battle group, maybe once in the morning and once again in the afternoon. If so, how long would it take to exhaust the defender's missiles? The defender is to far from home to get an endless supply of new missiles.
So this may be a reasonable tactic, a siege of sorts, of a lightly defended wormhole. It would take time but what's time if that's all it costs you to get at your opponent and eventually defeat them.
So then the defenders have to come up with a tactic to counter that kind of siege. But what? I keep saying mines but people don't seem to like that idea. But there has to be something.