Wes said:
I would love to get rid of Interdiction entirely. However, we have become dependent on it for one reason...it is used against ships with CDD or CFS "warp drive" to counter their ability to move, maneuver, and fire while at FTL speeds. This is why my original revision proposal made all SARP FTL drives into fold systems where ships simply disappear and then appear instead of actually traveling FTL like a Star Trek ship does.
I believe that's false. It's based on the incorrect premise that having a translation-type superluminal drive pales in utility in comparison to a teleportation-flavored one. I saw you perform micro-fold jumps under circumstances fold was never supposed to be used, to perform the very same FTL maneuvers you seem so set against presently. No, fold isn't exempt from what you're actually trying to eliminate.
I'll openly admit that I'm biased. I
despise hyperspace fold. Most especially its imagery.
I'm going to make a more niche reference: Star Trek never showed the need for interdiction. The series has had plenty of pursuit scenes were it managed to have one ship overtake another. It showed plenty of instances where damage to the warp engines impeded the ability to escape. They managed.
I'm going to throw another related thing out: Star Trek Online. Sector Space travel in STO is pretty much equivalent to our fold interstellar travel... with fancy visuals. Warp speed is used to transition into a system, and to planet to planet... but there's also a reason why ships appear a certain distance away and then proceed to an item of interest under impulse power. There's also a reason why ships don't go barging into battle going at full impulse power, and why they can't manage to commit the power to quickly escape until they commit resources and abilities to it.
...and it
works. The science behind it might not be entirely accurate, but it carries its job out from the dramaturgic perspective.
So, don't come and say that linear superluminal travel is the problem issue here. It's not. In fact, everything we could do under the flag of FTL combat, we likely still can do at 0.3c - and why? Because 100 000kps is... one second you're here and the next you're 100 000 kilometers away (which is very, very far in scale when your biggest ships are 2km long). We don't even need our vaunted classification for FTL combat to achieve that because our STL drives, even today, are still extremely fast enough to amount to the same
anyhow.
I'd keep that door open on CDD-like propulsion and wouldn't be so quick to discard it if I was you... simply because revising the Dos and Don'ts of your propulsion is really where you need to pay attention to.