Being a fleet navigator in SS requires FPS twitch skills...with near-instant use of pause button in at least two places:
1. jumping in/out of systems: is this a good day to die? well I'll find out in the next milliseconds.
Getting munched when entering or exiting the jump point seems quite easy to resolve with a game option: automatic contextual pause with screen update.
a) player chooses to enter hyperspace
b) game renders my fleet and the immediate environs *
c) game pauses
d) player can toggle this option on/off
* Player needs to see if there is an immediate need to evade, or re-enter the jump point. Can we do a free visual ping for contacts (for ones in sensor range), unknown or not?
or another alternative: automatic slow-to-half-real-time-speed when entering/exiting hyperspace. It is the rate of hyperspace acceleration that gets me caught in these emergence scenarios...
2. enemy sightings. Evade or intercept? This occurs any time my fleet is moving, not moving, in hyperspace, etc. The screen resolution I need to use to read the text means that I have little tactical real estate. Sustained burn enemies on head-on and flank approaches (thanks to human technology's RECTANGULAR monitor shape) are very dangerous.
a. autopause when *enemy fleet pursuing the player* enters a certain radius of the player fleet