tlb wrote:Text has been presented that shows the Ghosts were the first ones to test the maneuver that the Sharks used to fool the hyper detection grid at Manticore; therefore the Ghosts have to be hyper capable and being transported in a ship was out of convenience, not necessity (That is the same mistake I made and the text was presented to prove me wrong).
The other thing is that they had to leave after they completed their task. If they weren't hypercapable, they'd need to go somewhere that a freighter could jump in and collect them. That's risky in the aftermath of Oyster Bay, because the RMN and GSN would be pouncing on every single hyperspace contact.
To be picked up, the RV point would need to be at least 62 light-hours out from the target systems, which is one hour for the FTL signal to arrive at the receivers. One hour is a tight solution for the freighter dropping for hyperspace, the Ghosts being loaded up, and then the freighter hypering out. The loading on the freighter is unlikely to be an easy task. I'd be surprised if it could be done in half an hour. It's also possible (though by no means a given) that the hypergenerators need to be offline while loading, like the wedges must. If that's the case, powering up the hyper generators for a freighter that big is going to be in the order of 30 minutes too.
62 light-hours is 61.5 light-hours more than the hyperlimit. If the attack happened at 0.3c, depending on the geometry, those ships could have left the target system in as little as 40 minutes if they could hyper out. In that time, a wedge ship pulling 700 gravities could only get up to 0.05c, so it could never catch up, even if a track could be determined.
Could a ship give pursuit? In theory, yes. For the first 4.6 hours, the Shark is moving faster than the pursuer, but then the distance starts to close. It goes down to zero after 9 hours. But it's unlikely to happen because of the stealth: so long as the Shark's stealth wasn't compromised, it'll move out of any effective sensing range and then can just change course. If the stealth was damaged, the Shark would simply blow itself up to prevent capture.