Space Battles: Deep Strikes and Island Hopping

Almost, but if you keep velocity upon exiting ftl that can be just as bad: just accelerate up really high and then go to FTL. And even without this, any ship can be incredibly devastating: ftl to basically right next to a planet and launch N weapons of mass destruction at the planet. Sure, maybe only militaries have access to those kinds of weapons, but it still ends up in a similar place.

A 'better' solution is to have FTL not be able to get too close to any gravitational body, and maybe speed restrictions.
Other possibilities:

FTL blockers that prevent ships from just appearing in a defended area.

FTL attractors that force anything emerging from FTL nearby to do so at a specific location. Such as under the guns of a space fortress.

Exiting FTL causes a temporary disruption in the systems of the ship.

A noticeable "gateway" effect appears before actual emergence from FTL, so an unauthorized arrival can be destroyed before it can do anything.
 
Other possibilities:

FTL blockers that prevent ships from just appearing in a defended area.

FTL attractors that force anything emerging from FTL nearby to do so at a specific location. Such as under the guns of a space fortress.

Exiting FTL causes a temporary disruption in the systems of the ship.

A noticeable "gateway" effect appears before actual emergence from FTL, so an unauthorized arrival can be destroyed before it can do anything.
I believe that is interfering with ftl which violates the spirit of the conditions created by the op.
 
I believe that is interfering with ftl which violates the spirit of the conditions created by the op.
Since they include things (like Interdictors in Star Wars) which are featured in the settings he/she was using as examples, I don't think so. The scenario I was replying to, of being able to appear right over a planet is much less limited than those examples in the OP.
 
There could be a system used like in EvE Online were all systems are linked together by a gate network. Each gate only links to a single gate in another system and 'warp' is only used for in system travel because the power it needs and the ships only have a limited ammount of generation/power transfer medium (I beleve the lore says some sort of jel is used to store and distribute power).
The defence is you can lock down gates with a fleet (Turning them off is impossible/brakes them beond repair somhow) and the way past that defence is brute force or sneak a ship in that can start a temporary end point for a gate with a large enoug ship being the gate itself. (Cyno fields and Titans i guess are the closest to this in EvE terms)


The only real problem with the core of this idea is the 'gates' need to of allready been there to develop around (ME style) or it's one speices that split into factions somehow (EvE again)
 
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Wait, if the FTL is so good that it's easy to go from point A to point B regardless of where those two points are in relation to each other in the galaxy, why would you NEED to defend all your systems? Or, indeed, ANY of your systems? You just park all your ships in Super Fortress System 1, and then wait for the enemy to be dumb enough to peek out from his Evil Super Fortress System 1, after which your entire fleet jumps to wherever you detected HIS fleet, and kill them before immediately running back to your own Super Fortress System.

All your systems except for Super Fortress System 1 don't need anyone to defend them at all, just lots of minefields whose layout you know and the enemy doesn't, so that a battle that takes place around them is easier for you.

Or am I misunderstanding how easy FTL is supposed to be in this scenario?
 
There's a number of details that are worth keeping in mind:

First, warfare has long tended to favour the defender. The truism is that an attacker needs three times as many forces as the defender to win an engagement against a defended area. This significantly reduces the number of war-rockets necessary to defend a planet. It's no longer necessary to defend every planet with an army the size of the enemy's attacking force; you can get away with an army a third of that size. Further on this point, if making defensive emplacements is cheaper than making attack-spacecraft, it will be further cheaper to defend against an enemy. Stationary (or at least planet-bound) weapon launch platforms should be significantly cheaper than the FTL drives and manoeuvring engines of the invading spacecraft. Cooling is a lot cheaper for weapons that can dump heat into an entire asteroid, a nearby lake, or an atmosphere. On a human-habitable planet, the cost of life support are significantly lowered. Manpower is cheaper because you don't have to transport it across space. All of these factors means that buying, crewing, and operating defences is far cheaper than aggressive weapons. This lets the defender to defend many planets/solar systems for the cost of a single attacking fleet.

Secondly, rapid responses prevent decisive victories. In a modern army, defending the entire foremost front against any mass of forces the enemy can concentrate is basically impossible. To overcome this problem, highly mobile forces are placed behind the foremost front so that they can quickly travel to where the enemy is attacking and repel the attack. Likewise, if battles in space last long enough that the defender can receive reinforcements, a deep strike can be repelled by a mobile force. You then don't need to defend a system with all the forces needed to win a battle; a single force can defend several systems, by travelling to the one where the attack happens.
 
Also, most sci-fi settings (especially interstellar ones) include FTL, which can easily invalidate all sorts of the assumptions behind "no stealth in space". As can the various non-reaction based drives. You aren't going to find a ship by tracking its heat signature when it's traveling faster than its own radiated heat, nor are you going to see the drive plume of a ship that doesn't have one.

You don't even need FTL for that. It's been theorized that even slower-than-light alcubierre drives will make you invisible (and blind) due to space being warped around you.
 
The core issue is pretty obvious, but hard to solve:

Premise: Troops can travel anywhere in a single jump.

Desired outcome: Troops must travel to a place before going to another.

They are incompatible at a fundamental level. Both cannot be true at the same time, because they contradict each other.

It follows then that there must be something limiting the movement between systems, be it a need for resources, travel lanes, difficulty to send many ships at once, politics, etc.
 
Secondly, rapid responses prevent decisive victories.

I'm not sure this actually helps that much. What exactly stops you from attacking a vital enemy system (ie, their homeworld) with close to everything you have? Your opponent can vector in as many forces as they want - and they have to, because if they lose, that's it - but it gives no particular incentive to 'system hop'. Each defended system you engage is just letting them use their (otherwise useless) defenses and superior position, while inviting possible ambush by a large counterattack.
 
A prominent example is the Honorverse series or Star Wars, another one is Stellaris when using wormholes.
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7) Increase advantage for the defender sufficiently.

However, those change assumptions about the setting.
Star Wars gives an advantage to the defender - planetary shields. A protected planet may be easy to blockade if you have enough of fast ships to intercept transports, yet it's hard to take or bomb without either ludicrous firepower (Death Star) or sabotage.

Ultimately, incremental advance vs. single battle issue is down to whether you can be sure you will win in a single all-out battle without collapsing immediately after (to a third party, or internal pressure).
If you choose small steps, geometry suggests to not leave anything hostile behind your back.

In practice, it's just the opposite. Many truisms of superior numbers go out the window when it comes to air combat. If the enemy swarms in with a ponderous formation of a hundred planes, the appropriate counter isn't a hundred-and-one. Instead, the counter is a very small formation, which can swing sneakily into place and ambush the enemy, confident that every dot is a valid target. Then they fly away while the next group of your planes is lining up for another ambush. Having a lot of guys in a formation is actually a disadvantage.
Another was to concentrate a lot of AA fire in the right place. If you know where. Between this and moving the idea of artillery preparation into air, someone figured out that it may help to launch a bunch of frag rockets, then rip in before the other guys changed formation, or even figured out who is down. The more targets are packed, the more damage, of course.
The point is, this wasn't an entirely new weapon, and it was still very inaccurate and thus very circumstantial - yet it gave an impressive edge. There always can be advantages formidable in specific conditions, but nearly useless in a slightly different scenario.
Point 7 is important because you want long range raiders, but not long range attacks. So, you should make major attacks difficult. Maybe they need a long and difficult siege.
Another part of it is cost disparity: the defender's assets already are where they will be needed. To protect a small area (space around a planet), one doesn't need "proper" FTL capable ships. Which at very least means system defence ship frees space and cost of one major system.
Or maybe even cheaper than system ships. Even without "true" stealth, the attackers may face lots of orbital objects from stations so big FTL for them would be prohibitively expensive and down to junk and asteroids, some of which may pack enough heat to ruin a ship's whole day, and you can't tell which until too late. Space equivalent of fortifications and minefields.
Sure, they can be peeled off, but this will take some time and meanwhile the defender calls for reinforcements (if the attacker brought moderate fleet, it will be overpowered) and/or retaliation raids (attacker's own transport and some orbital assets will burn, unless they left behind enough forces to defend those). The possibility of raiding also means you want to eliminate the best staging bases of enemy counter-attacks - those are their bases closest to your assets.
Cut the enemy communications, and don't extend yours where they will be cut.
If there are no distinct paths to cut, go for the closest enemy bases first and capture the closest assets first, because this way the time they'll need to attack you increases more than the time you'll need to move reinforcement in case of an attack.

Also, if they can detect you passing by, you want to eliminate one of the nearest, rather than skip to the next target - their detection posts or patrols would issue early warning. If they don't, and you have the same capabilities, can you be sure what forces they have here or there, or inbound for resupply the next day?
 
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