I used to have that game.
I, too, love the vector movement system, especially with hex maps as it's done in Mayday, but in a typical Traveller running battle between two ships, it's largely pointless.
Keeping the PC's engaged is essential, and I love S-4's dynamic for small ship encounters. Everyone is literaly 'in the same boat' as it were, and need to feel the potential threat of having to face a long walk home through deep space vaccum.
There's an interesting discussion at that page about space games that's specifically pertinent to this one.
Basically, the simple point that in a space game with no terrain and no facing limits, maneuver is basically pointless.
Maneuver is based upon getting an advantage on the opponent. Whether that's leveraging cover, "flanking" them, whatever.
In traveller, especially book 2, there is no maneuver. Well, there is, but in the end, all it really affects is range. That's why the range band versions work so well.
Range band tends to cause players to more readily overlook the imperatives of real vector-based space travel:
1) courses are optimized for either time or fuel
2) combat maneuver* ensures being off course for both time and fuel economy
3) bringing weapons to bear will often involve coming off-axis.**
) Mid-cource speeds are relatively high in time-priority courses.
That "Degree or two" is several dozen thousand km, S4.
And not everyone uses CT PowerPlantOn==ThrustOn. In fact, MGT, MT, TNE, and T4 all have fuel using drives available... in which cases, fuel conserving routes are common.
And an intercept 3/4 of the way in? Not bloody likely to be effective...
the vectors wont match or the pirate will have been burning brightly for long enough that EVERYONE else knows what is up,
I've played this out in mayday dozens of times. It's F*ING hard for a pirate to intercept you mid-burn.
Either wait at the jump-in and grab them in the first part fo the burn, or take them at the end...
but your proposed 3/4 of the burn is just about the STUPIDEST place for a pirate to do so...
it's obvious he's burning for intercept.
Even if he succeeds, he's also got no chance for a safe exit.
If he jumps an inbound, he's within 10 diameters at end, or really close to it; nearly automatic misjump if he jumps out, and guaranteed intercept by local forces if he doesn't.
Gents,
First things first. S4, you really need to play out a couple interception attempts in Mayday and/or LBB:2. Really as in really, really, really, really, need to.