Suggestions for hostile interactions in NavHS:
At the moment I'd suggest this scheme for hyperspace combat: Combat is used only to drag ships out of HS. You can do it in three ways:
1) Combat: you fire at the ship (with lasers or hypermissiles) until you overload its hyperspace fields, so that it comes back in realspace. Then you have some time to reach it and fight before its hyperdrive cools enough to be operational again.
Since the Combat is performed with onboard weapons, it is believable that it should inflict also some damage to the ship, but not enough to be critical (having the ability to destroy or even damage heavily, a ship in HS would unbalance the game, IMHO); so only few shots should be required to make the ship misjump. That's why I suggested to use the phases: suppose you are in a different phase from your enemy (but not an opposite one) and you fire a laser beam at him; since he is only partially visible to you, only part of the energy you fired will hit him (which means that only paart of that energy will damage the ship and overload the hyperdrive), so combats might last longer than the time required only to shot a couple of hits. Moreover, we could implement things so that also changing phases might increase the heat of the hyperdrive, so changing phases too fast may result anyway in an equivalent effect than being hit. This might add more tacticts to the combat.
2) Misjumping missile: You fire a particular type of hyperspace missile at the ship; if the ship is hitten, the hyperdrive gets a majr overload which require the shipto stay in realspace for a time which ismuch greater than the misjumpforced by normal weapons.
The misjumping missile shouldn't damage the ship. But of course a defending ship might hit it, before the missile comes in range.
3) Misjumper: No fight required; you turn on the "misjumper" (large equipment) and the surrounding ships' hyperdrive is automatically overloaded.
The misjumper would probably be used only by large ships.