Let me expand a bit more as I just found out I have some free time during lunch break
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The main point for me is the "functionality" of this. I like, generally speaking, the idea of a strongly defined "national border". Systems that are claimed and owned by national powers. Of course, not all systems would have the same degree of "ownership", so to speak, with outlying systems being sort of contested, while strongly inhabited and "central" systems being seen more owned.
As said, I usually spend a rather decent effort in building blockade fleets to picket jump points which lead to the "outside", and especially to other races territories.
The main point is defending what is my "territory" against possible invasions. Of course I also rely on orbital bases and local defenses for important planets or installations, but generally I try to block invasions at my border.
Generally speaking, I would not be against the possibility for enemy powers to operate some "raiding" or "covert scouting" in my territories, and I would certainly not dislike being able to do so, IF that is all it is. As said in my previous posts, if an enemy fleet can just bypass my blockades and stage a serious deep strike against me, then what is even the point of owning territory? Your only viable way of playing becomes slapping strong and numerous orbital bases over any single planet you own, as you cannot defend anything any other way.
I feel that scattering, long jump time and long sensor blind time are simply not enough of a deterrent. Just point your mega fleet to a system, jump, and even if you are scattered you can regroup. Maybe form a few strike groups with the scattered ships and then regroup. Even if you lose a couple who cares, you can inflict massive damage.
Do consider the possibility that a very favourable scatter can results in your ships "randomly" ending close or in a favorable position for strikes against critical targets. In a situation like this, the ONLY possible defense is in having very strong fleets or defenses over anything that is even remotely of value. For example, an enemy battleship might be scattered close to a large civilian mining complex over a comet. Or to a fuel harvester operation on the last planet of the system. Ooops, my economy is severely damaged just because of a random dice roll.
This problem is further accentuated in very large systems. Systems with planets 10+billions km from the star are not rare. In this situation, travel times are very long so scattered ships have a much better chance of survival and regrouping. In fact, it's very likely that most of the "scattered" fleet will be out of sensor range, thus being invisible, and you can regroup at your leisure and then strike with your whole fleet. Keep in mind that sensor changes in c# aurora have reduced the range of detection anyway.
I feel that the only way this could sensibly work is if ships that can make this type of jump are either very costly or severely limited in size/power, or both. Only this way the game balance could conceivably work, as these ships become "elite", costly vessels you make for specific purposes.
Maybe this jump system could be very costly and take a large part of the ship, or very costly and be rather limited in HS size. With of course a tech line to increase that limit, but still never allowing these ships to reach the caliber of normal ships. So you're free to build a few "corsair" raiders, or covert espionage ships, but not just build 100 cheap vessels, point them at an enemy system and wreck their economy.
It is very easy to build a cheap, fast to produce ship capable of killing civilian targets. One large laser, one reactor, one engine, one small fire control, one small sensor, a jump system. No defenses, ultra expendable Cheap, small, fast to produce. And deadly with this type of jump without serious limitations.