Questions about Commercial Hangars that I don't think anybody asked.
Will commercial vessels with commercial hangars be able to transit jump points when carrying military-engined vessels?
Yes. This is how hangars are supposed to work.
If so, will transit rules allow for miliary-engined vessels smaller than the largest capacity commercial hangar on an accompanying commercial jump-capable vessel to transit the point without being inside the hangar?
No. If you wish to micro-manage your way around the game rules that's your business.
Will commercial hangar-equipped vessels be able to act as "jump tenders" for military-engined vessels which would fit in the hangar?
Yes. Otherwise the 'auxiliary carrier/tender for small craft/FAC delivery' concept doesn't work. If you wish to expand that to 'bulk carrier for destroyer/cruiser delivery' or 'fuel efficient long-distance delivery vehicle for battelships/superdreadnoughts' or even 'Guild highliner for transport of Atriedes/Harkonnen/Corrino warships' Aurora is happy to comply.
If hangared transit is intended while unhangared (yet capable of being hangared) transit is not,
It is. Aurora is not concerned with preventing you from cheating at solitaire. (Though cheating is the wrong word in this case. "Altering the rules to suit your personal playstyle" is a better phrase.)
it would create a situation where micromanagement of loading/jumping/unloading would be advantageous to the player in order to use a mechanic as is intended, which doesn't seem right.
The "intended" behaviour is that an empire uses Hangar space to store & service parasite craft. Possibly even to maintain/repair/reload box launchers on larger, independant ships -- such as a 'floating' drydock or fleet repair dock. If you want to build a civilian, jump-capable space station with a quarter-million-ton hangar space to permanently 'live' at a jump point and carry ships back and forth in place of a jump gate that works too.
- - - - -
Actually, thinking about the mechanics of that last one. . . If my empire replaces jump gates with manned space stations, then the fleet orders
'move to [planet] in [system] next door' become (if a military engined-ship is present):
Move to jump point Charlie
join fleet Jump Station Charlie
dock in hangar
SS(J) Charliejump to [system] next door
launch [ship](s)
leave fleet Jump Station Charlie
move to [planet]
And even then, I think we're changing fleets twice. It is definitely a nightmare of micro-management. . . though I don't see allowing the fleet to skip the landing & launching steps saves much. It's the changing of fleets that's the real problem. Not to mention having to keep track of which side of the jump point JS Charlie is on.
- - - - -
Now, Aurora
will allow you to plot standard transits through 'civillian' jumpships (and, I assume, jump stations) with civilian-engined ships, or through military jumpships & stations with any ships. It's how all my empire-controlled 'civilian' shipping moves around. Aurora assumes that you will remember you planned movement through that asset and not take it away before the shipping arrives. Commercial shipping lines will not. They need jump gates or their own jump-capable ships.