OK, just screwing around here (blame DH, he got me looking into the tac-warps, which in turn got me thinking about map sizes and disengagement techniques).
Suppose we had MUCH bigger maps, but allowed disengagement by seperation and/or disengagement by acceleration, rather than the Taldren fly-off-the-map-edge approach?
By big maps I'm talking about something that would take an hour or so to cross at speed 31, with players starting out about range 100 from each other in the center of the map. (If a "big" map currently is 350x350, this would be along the lines of 4000x4000.)
The SFB rules basically say you can disengage by seperation if you're more than distance 50 from your opponent (75 if they have a scout), there are no hostile boarding parties on your ship, and there is no possibility any seeking weapon currently on the board can catch you.
On the other hand, you can disengage by acceleration (jumping to high warp speeds) if you've been travelling at the maximum speed attainable by your ship for at least a full turn, and you still have at least 50% of your engines left. (The idea being you've revved the beastie up and are ready to jump to a speed that will renders ship-to-ship combat ineffective.)
Both of those could be monitored by the script, and I suppose we could have a dialogue button you click when you want to disengage and have met one criteria or the other.
Of course, there is no reason we'd have to stick precisely with those, so feel free to suggest tweaks.
One other possibility is to actually have the ship jump to a high speed but drop to green alert, giving the enemy a chance to score a last couple of potshots. (I've played with setting the speeds as high as 500 so far, boy do turn modes suck at that speed!)
Needless to say, any of this would have a rather profound impact on how one plays the game, so it's not something to blindly plunge into, but I'm tempted to try out a couple of scripts just to see what it plays like.
EDIT: we could also use things like the goal indicators to give players a rough idea of where an enemy force was outside sensor range (I can't remember the exact SFB rule off the top of my head, but it was something along the lines of detecting their position to within 5 hexes at up to double the standard sensor range.)
dave