>there are now black holes
>there's a very prominent event horizon
>it degrades CR when you get near it, ok cool
>go inside it
>you can actually fly back out of it
>you don't get trapped forever inside the event horizon and/or it deletes your save
MISSED OPPORTUNITY
VERY DISAPPOINTED
CHANGE POSTHASTE
otherwise it's p. gud though
!!! There's already a framework for this! The way flying into a sun pushes you out harder the closer you get with your ships angling into it to try & counteract the force, do the inverse for black holes; have the ship's burn away from it with their max speed getting to 0 until they get to their event horizon (not the, their, thrust/mass is unique to each ship and the point of no return is way earlier than tthatof light, which now that I think of it is 100x the speed of 1 burn or 100 farther in than the point of no return of a 1 burn fleet), at which point they won't stop running at full to keep themselves 'afloat' until you order them to leave the hole at which they, as long as sustained burn is free, sustained burn their way out. Note; balance the pull so you can sustained burn off of your regular burn's point of no return without hitting the Event Horizon (which deletes ships).
Would make for super cool gameplay, going dark in the gravity well of the dark giant, finding your low-burn 0-point & slowly circling the giant until you're on the same side as the bounty fleet was, then sensor bursting, getting dragged deeper as your ships scan for the bounty that they spot, deeper in the well s-burning to try to avoid you, but your burst lets you see their venture freighter is holding them back; they can't maintain as deep as you could so you order a sustained burn dive. As your engines fire up the bounty sees your engine profile, and they abandon their venture. Once the last of the supplies and crew are moved off board its engines are cut out and it falls into the black, and the fleet relaxes deeper into the gravity well than you can reach just in time to avoid an interception. The freighters in their fleet mean they could wait you out, but the dram tanker in your fleet, however, spells their doom. You order your emergency burn-drives fired; the hull begins to scream as the anti-matter piles spool up. They do the same and sink even further as you approach, wait out your emergency burn and rise back up far enough to switch back to sustained burn while you do the same. But, while they tend to their damaged ships, you order a second burn and dive back in.
As your fleet pulls alongside theirs it's clear they have no fuel left; you power up ballistics-- your missiles have no antimatter drives and beam weaponry doesn't work this close to an event horizon. Your fleet picks its way through them one by one. The ones with forward facing shields go first, as they can't turn about this close to the point of no return. The ones with Omni shields hold out longer but without fuel for an emergency burn they are ultimately helpless, and one by one they are pitched into the great void