Sorry, SentrySteve, but I think you misunderstand me. The ideal was not make it impossible to jump, but increase the time need to make a jump if the capital ship was in the system. I was just trying to add more depth to an already deep game. The mouse(fleet trying to jump) would have to choose between target one ship during the fight or fighting it before jumping(ie more time till jump) or waiting while the time need to jump is reached. The cat (fleet trying to destroy the other fleet) would also have to make a choose, to bring all there capital ships together, in order to increase the time need to jump, or spead them out more to get more enemy fleets. Because right now as it stands, there is no reason to spend out your captial ships. Meaning that it there are player going around with 16 capital ships of doom, with no reason it any other way. In this way you would have to chose between 16 doom fleet, with only being able to get one mouse, or sprend them out to get more, with the higher risk of those ships becoming mouse themselves.
But you are right on the let not make it impossible to jump. We need to find the middle ground form way to fast to jump( where we are right now) and impossible to jump. So here are some rules, in my mind to fix the problem.
1. Have the jump inhibitor only increase the time to jump, not make it impossaible. What I added before was to give the player the chose in how to reach that goal.
2. Link the jump inhibitor to something in the fleet. We would like longer fleet battles, not longer for our fleets to get to the battle.
3. Make it so that both the cat and the mouse will have to make some new plans based off this new system.