Who needs cause and effect? You've no detectable presence at point A but if someone gets to point A within 168ish hours then you go to point A instead of point B.
My question is, can a ship
get to the Point A? To get to it means knowing where it is. To do that you have to somehow have a fixed location
in the middle of space with no other clue but Ship B's last location forty minutes ago or six hours ago or whatever-time-ago Ship B jumped as you travel toward that location.
If you don't know where that point I the middle of space is, you can't
get there? Right?
If there is no way to know where Point A, the best a ship that wants to disrupt a jump can do can do is head in the general direction of the Jump Point, float around in space for a week and hope the ship's 100D slips over the Jump Point during that time.
How good are the odds of accidentally bumping across the jump line while floating around in the middle of space? That seems a question worth asking. Because if the odds are terrible then the whole thought experiment about someone
purposefully trying to interrupt a jump fall apart.
However, if there is a way to mark another ship's Jump Point, then a bunch of questions for fun RPG play come mind:
One example: If I'm Ship B battling with Ship A, and I want to escape with a Jump, and I know with certainty that Ship A
can keep tabs on my jump point once I jump, I know I somehow have to destroy or cripple Ship B before I jump, or scuttle the trip and head back to port for safety and hope to lose Ship A and jump another day.
Another example: The PCs are trying to stop Ship B from jumping out of system. If they know they can pinpoint and accurately travel to Ship B's jump point that leads to a certain set of choices and actions on their part. (They don't need to engage... they only need to silently track Ship B and hope they are not spotted.)
If they know tracking and finding Ship B's jump point is a gamble, then they might decide to engage. And failing that, they might wander around the area of the jump point for a week hoping for the best. If that is the case, what are the odds. Are they stupidly long odds, which would make the plan useless? Of is it rolling a 12 on 2D6, which depending on the circumstances might make the gamble worth it.
Cause and effect matters because cause and effect helps us make choices in RPG play, and choices in RPG are the engine of fun. Getting details on what smart people here think about this stuff might allow interesting naval action choices during RPG play.