Short answer no...
...long answer, everything is related.
Solely my opinion but no, a ship could not jump out with its Black Globe active. It would have to drop the field to initiate jump. It's the one way nature of the field, no energy goes in,
or out. And jump is all about massive energy output. If the field was on it would absorb all that, and you'd explode from seriously overloaded capacitors, unless you had a lot of extra capacitors, in which case you'd have charged them up to the level of jump initiated. Yes, that's a tactic. How much energy is output to jump? A lot? Two turns of equal powerplant output is just enough to warm up the jump drive. It still has to burn or use the jump fuel in one turn to actually make the energy to jump. If the fuel is burned for jump (to tear a hole into jumpspace), that's a lot of energy. Too much to contemplate. And that is the model of entry jump flash and the way I go. If it is just "used" in some other way that doesn't create energy (like a jump bubble <spits>
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) then you'd be ok. Unless said jump bubble was some kind of plasma field in which case you're back to a lot of energy again imo, and energy after jump too (see below, arrival jump flash).
So you need to leave the field down for at least one turn. Even in the case of the field having previously absorbed enough energy to jump (and you still have to have the fuel) it takes one turn with the field off ("...if it can do this in one turn or less, it jumps at the end of the turn...")
Thank you for noting that ships can canonically jump in with Black Globes on though. Proof positive imo that arrival jump flash (energy) is bunk. It also weakens the idea (to the point of destroying it imo) that there is some kind of jump bubble of hydrogen surrounding the ship imo since it ties in with the above in the descriptions and would involve energy.
And I think it can also put to rest the notion that jump travel is random (time and position*) in (game) reality since if it was any such jump in with black globes on tactic would be dangerous to the point of foolhardiness and simply pointless since you'd have no idea where you were to know when to drop the field behind the enemy lines. Heck you could end up plowing right into a planet with the field still on.
* I have long argued that in the game reality jump duration and precipitation points are well known and knowable in advance of actually jumping, for a specific set of initition circumstances. The random time and displacement are meta game only and represent the variables involved. So a jump of 150 hours coming out 5000km from the desired jump precipitation point is a known and knowable factor well in advance of the jump, for a given set of initiation circumstances. In fact it is known down to small fractions of time and x,y,z coordinates. The time variable is due to the jump points not being exactly 1 parsec apart. The x,y,z variable is down to the same distance variance as well as alignment of various other known bodies. Only in the case of a misjump are the time and coordinates unknown and unknowable.
The first clue that some travellers have that they have misjumped is:
- The jump clock counts down to the precipitation window, and nothing happens.
- The jump clock has not yet counted down when the ship drops out of jump space.
- The ship drops out of jump space right on time but things aren't where they should be in normal space.