Originally posted by NotDefault
I'm not sure I'm totally satisfied with the reasons why capital ships don't jump to escape, but it'll do. I loved the FS2 mission where the Ravage (er, whatever the thing is, a NTF destroyer I think) rams the Colossus. That mission added so much to the gameworld when the Colossus (or maybe terran command, I forget) said told the Ravage that the Polaris jump node was blockaded so there was no escape. That was a high point of FS2 for me.
Yeah, I loved that too. It's the NTD Repulse, btw; the Ravage was a cruiser in FS1.
I don't think ships usually jump in close to a node, for 2 reasons:
1) If they jump in too close, they could ram another ship that's exiting or entering the node, causing a very bad PR situation and probably quite a bit of damage. For instance, in FS1's
Tenderizer, the Galatea had to wait until the area was clear.
A ship exiting subspace in the node into another ship, while the ship was sitting there recharging its drives, would cause some very weird things to happen. Metal merging into metal. Bone merging with plasma. Someone walking into their quarters to find some random ship's turret barrel staring at them, and half their quarters gone. Etc etc all sorts of weird stuff. So it's unsafe to wait in a node, unless you're sure that there's no traffic going through it.
2) As illustrated on numerous occasions, ships have to recharge their subspace drives. Sitting in a node waiting for the drives to recharge is just inviting bombers to swarm you, which is exactly what happened to the Galatea in
Tenderizer.
If you come in from a distance, though, there's some time between when enemies exit the node and when they get within firing range of your ship. Even in safe areas, it's good practice.
Also, keeping one's ship moving is very useful for tactical reasons. A moving target is harder to hit than a stationary one, and harder to ambush.
That's why ships don't jump in that close to nodes, usually. There might also be something about nearby subspace jumps messing up a node, but we'd have to ask :V: about that.