I dunno, I'd just put hyper engines on the destroyer.^^
I wouldn't.
Hyperdrive engines are bulky. At my current tech level, they are 1.6 times more bulky than regular military engines. For my 16,000-ton Heavy Cruiser, that would be an extra 2700 tons of displacement... which would mean carrying 2700 tons less weapons, fire control, ammo, armor, etc.
Plus, of course, even a pure Hyper-CA wouldn't move this fast. I'm getting the Cruiser's speed (5,175 kps), boosted by the FAC's tug (to 5,547 kps), then multiplied by ten for Hyperdrive (to 55,470 kps)... all at the cost of ONE Hyperdrive engine: the one on the FAC. The CA has only normal military engines.
I very very very ( ) strongly suspect that Steve would/will declare this an exploit.
... and Blue Emu
breaks another game!
(HOI-2 was patched twice, and HOI-3 patched once, in order to patch out exploits that I had invented).
FAC without tow is 11,500 kps... 115,000 in Hyper. CA without tow is 5,175 kps. Together: 55,470 kps.
I'm getting CA (5,175 kps) tow-boosted by FAC (5,547 kps) in Hyperdrive (55,470 kps).
I suspect that Steve never thought of this situation
Steve lacks my twisted imagination.
We need a ROFL smiley.
In defense of my exploit, a little techno-babble:
Assume that Hyperdrive engines create a temporary rip or weakness in space-time, allowing the ship's engines to gain traction on an underlying layer of sub-space. A second ship, following immediately behind the first and "drafting" it, can use the same axis of weakness to follow the lead ship at hyperspeed. Since the path of weakness heals quite quickly, the second ship needs to stay tucked immediately behind the first one... best achieved by locking them together with a tractor beam.
I have... in effect... invented the "Hyperdrive Ram"... a small single-purpose ship module which leads a conventional warship and opens a Hyperspace route for it.