There are no stationary objects. But I think you are referring to the Expanse space station? A space station is just a big spaceship with weak thrusters. No difference. Yes, BG did cheat the hell out of inertia sometimes, but not in the example you give - flipping and accelerating in the other direction is what would happen.
Stationary = relative to your solar system. One can be stationary relative to objects within the solar system and still have angular momentum. That's how all this works. Space stations have a different name for a reason - they don't go flying around. Thrusters are meant for station keeping (i.e. staying in the place it was built) and are not meant to fly around a star system. Otherwise they'd be called space ships.
And BSG cheated the hell out of inertia by flipping and cancelling all their momentum nearly instantaneously. That's not how it happens. If you are thrusting in one directly for 60 seconds at full burn, to flip and go the opposite directly takes 60 seconds at full burn to simply stop (relatively, since you keep saying there are no stationary objects) and only THEN could you begin maneuvering in the opposite direction. It's TV so nobody wants to see a star fighter decelerating to a (relative) stop and then start moving again. I get the TV action. I'm just pointing out that's not how inertia works in reality.
No, only the side with higher thrust would have to want to stay in range - accelerating straight out would just get you followed, on your tail.
In theory, the side with the higher thrust ratings gets to determine how long the engagement lasts - within reasons. One still has to consider their total velocity and how long each side has been under accelerating. You may have 10x the thrust rating as your target, but depending on their velocity and your two courses, your engagement window may be small, extended, or a single pass.
But let's be honest here, modeling this for a game is just very un-fun in my mind. It's something you'd prefer to have a computer run a track of and show you the various points in the engagement where you could maneuver and either stay in range or else disengage. Weber's Honor Harrington series did a good job of describing such tactics for fleet engagements (which were mostly missile) - I thought a few of his "space fighter" descriptions failed when he described making passes at ships already under thrust for many hours. You'd get a sing pass, but you can't come back and do it again without massive deceleration curves. And time under thrust triumphs every time.
Because the fighters have more thrust (or rather, if they have more thrust), they can in fact do strafing runs, as long as the other ship doesn't outmaneuver them. Why wouldn't they be able to? Their main limit would be that to keep pace, they need to use as much thrust as the other ship do to that, and the remaining thrust might not be enough to keep from getting hit and because they are small a hit is usually a kill.
In a word - momentum. For a fighter to run around and 'strafe' it has to kill off its velocity and momentum. That takes time and every second your target continues to build velocity in the same direction. That's not how things work in reality. Again, an idea that sounds cool in a game, but in reality where inertia and momentum exist, not so much. Also said little target makes itself all the more vulnerable when it's decelerating since it becomes easier to hit. If it's maneuvering to stay a tiny target it can't cleanly decelerate since it's angular momentum is all over the compass. Makes a harder target to hit but plays merry hell on accomplishing the goal of "strafing".
How does this apply to anything? Internal grav plates allow the passengers in the craft to not experience the maneuvers. It does nothing to actually having to spin a large and heavy object that requires energy to maneuver.
No you won't be, unless you are at a Trojan point, in which case you will stay there relative to the object whose Trojan point it is (while still moving relative to everything else.). In a star system, you're either in orbit, on some sort of solar escape trajectory, or falling into something. Or sitting on something.
Trojan points only exist between two or more objects. And this only applies to the gravitational attraction between the object(s) you are neat. The Trojan point cancels out the gravitational pull between the objects. But, like you said, there are no stationary objects. You will continue to have angular momentum for the system you are in as well as the angular momentum from your location in the galaxy you are in.
The word for heading and velocity is vector. A ship exiting jump in a system will have a vector that is essentially random in the local frame of reference from the perspective of an aspiring pirate waiting in ambush - because each star system has its own heading and velocity and the vector of ships exiting jump space will reflect this, as well as any factors which might cause that ship to acquire a vector in the system it is jumping from - the planet it left, the need to exit the jump shadow, anything else the ship might be doing, or even the ship's plans in the destination system (if the captain is thinking ahead, and the astrogator is capable). Your pirate ship might be in a position for an easy intercept, or not, depending on how all these factors add up. It is still up to chance, just like it always was. For example, suppose your ship solar orbit at 2 AU detects a ship decelerating in fast from the outer system. If you detect them very early, you can accelerate to match velocity, but if not you have a long stern chase ahead of you - though maybe you could get close enough for a potshot as he sped by. If you also happened to be headed toward the inner system, and had a substantial vector but less than your target, then you get a short stern chase.
Technically there are 6 items that make up a spatial objects movement for tracking purposes, but that's way more detail than we need here. Per MWM a spacecraft exiting jump space retains it's original vector (i.e. course and velocity) that it had when leaving the other system. Since two separate systems are going to have different angular momentum, a ship may or may not be heading in the right direction upon emergence. This is a good reason why ships should try to come to a relatively stop in their departure system to minimize the differences between system angular momentum. There will always be some, but any ship with 1G or greater thrust can easily accommodate this in the arrival system.
What would actually make for a more reasonable system for interceptions to occur would be for the greater your vector at the time of jumping, the greater your variation for your emergence point. Meaning if you wanted to be able to arrive within a few thousand KM of your calculated emergence destination point, the slower you need to be going when entering jump. A ship that's been boosting for hours to the 100D limit could potentially arrive multiple AU from it's planned point under that model. IF you had such a thing, then it would make it far easier for piracy to occur in both departing and arriving systems. Though ships would still happily have to spend an extra day in N-space vs. getting boarded by pirates, it does allow for more opportunities to interact with other ships. And a reason why you may see some going slow, or slogging away to their destination.
You are entirely correct about in-system travel. In fact you'd probably have regular (though constantly changing) shipping lanes for ships to travel between in-system destinations. Orbital mechanics will force ships to constantly update their paths, however everyone would know what the current path is from Point A to Point B. Most ships would prefer to travel these paths as if there is an emergency there is a greater chance to find assistance as well as encounter patrols or even navigational buoys. Many paths would be along the plane of the eliptic as that's where most everything else is located as well (but nothing to prevent a ship from travelling above/below). Regular paths also make it more likely for ship-to-ship encounters - which makes for believable reasons for intercepts.
Not sure what your point is. You seem to be arguing that to be fair to the pirates, merchants should try to restrict themselves to predictable traffic lanes. I see why the pirates would want that, but I am not sure what's in it for the merchants.
For the most part, yeah. Merchants and passenger liners tend to want to take regular routes that others take. And, usually, these routes tend to be the most effecient ones. They also are the least risky since you're more likely to encounter other vessels in case there is a problem. And, true, it's more helpful to pirates as well if their prey tend to take the same roads. But that's been the nature of commerce since commerce existed. Same reason why animals use game trails instead of always striking off in their own directions - it's easier and more effecient.
But this could be anywhere on the 100D limit, unless we take moons and minor objects into account. Carryover vector from the jump would affect where you want to come out, but the pirates would have no way of knowing in advance what that would be.
To some extent, but not totally. We know that a ship can't emerge on the other side of the planet, or travel through the 100D limit - it would bounce off the grav well. And we know that jump travel is fairly linear. Assuming that a ship from System A wants to arrive at the 100D limit of a planet in System B, and taking into account all the gravitational objects in both systems that it has to thread, that greatly narrows down the area which it can emerge. Then if you assume the emerging ship will want to spend the least amount of time in flight TO the planet (which is bipping along at it's own angular velocity). it would be less flight time to emerge in front of it's orbital path. Though you may have orbital infrastructure close to the 100D limit, thus your emergence points can vary, depending on many other circumstances). Still, while the volume is still rather large, you can eliminate some big chunks and hope to get lucky. If not you just have to wait for the next potential victim to enter your web.
Not all mainworlds are good destinations, sometimes you just fuel up and jump again.. Sometime merchanteers are cheap. And sometimes they don't want to go to the mainworld because their creditors will see them there. Pirates don't get to be pirates everywhere, only in certain places where there are good opportunities.
That's true. Though from pretty much all the published literature the Imperial starport is, typically, the primary destination. I supposed a system might have the largest amount of commerce and population on a moon or station orbiting an gas giant, but in that case your ships would not be travelling TO the gas giant, they'd pretty much already be there. And, frontier refuelling is supposed to be somewhat standard, but still somewhat dangerous. Even a cheap merchant would find it more economical to pay for fuel purifiers and buy unrefined fuel.
The problem here is that the game originally posited a BIG cost savings to go to the gas giant (500Cr/ton vs 100Cr/ton), and also at first only military ships had the necessary mechanisims to use unrefined fuel. Over time fuel purification plants have become the norm, and cheap, and it's the odd duck who'd actually go out of his way to bother to go save some money getting free hydrogen. This is one of those instances that the original concepts have not kept up with the changing game mechanics.
Crime never pays. Unless you have a good business model. Indeed, planning and forethought does increase the success rates of pirates. Considering the extremely high value of capturing a spaceship, crew and cargo, and the considerable loss you incur by screwing it up, planning your heist is probably a better idea than just flying around in deep space and hoping to run into something.
The cost of piracy is, well, high. Owning and operating a pirate ship ain't cheap. Paying for all the aforementioned small craft, sensor and spies makes it more expensive AND more likely for someone to rat you out. And, as you point out, the potential payback is huge - assuming you don't take too much damage, you don't have to fire a bunch of expensive ordanance, etc. A fence won't pay you even going used value for a stolen starship, so that 80Mcr ship you just liberated from its crew might bring you a measly 10Mcr from a fence (hey, we all have expenses...). Assuming you get a decent cargo haul AND someone has the Cr to ransom the crew, you might make enough to continue your existence for a while. But most pirates probably don't have retirement plans for a reason, and they don't plan much for in the future. So long as everyone is ok with that you have a (possible) pirate problem.
Magical zeroing the velocity also creates problems. And do you suddenly tell the players that their plan won't work because your velocity is zero now the pirate has detected you? How does that work? Is it a kind of magic lasso that pirates can use for stopping evading ships? And why does it only work at the start of an encounter? If they can do it at the start, they can also use it when their prey tries to get away.
I'm not saying that, that's the rules as written. Personally I think it's poor and lazy rule writing. This is why I prefer the game mechanics to be written in such a way that you don't have these silly hand waviums or rules that fly in the face of the other stuff you are trying to do. It's hard to keep a straight face and say "SCIENCE fantasy-fiction" and then explain away a silly rule like this. These things can easily be accommodated by making the underlying rules reflect a reasonable explanation. Example - a ship emerging from jump space does so at speed zero - now all ships have to start from zero in order to get anywhere. A sneaky pirate might be stooging along or lying doggo inside the 100D limit knowing that prey have to come near them to get to the planet. Add in things like jump flashes to broadcast to the system it's arrival and you gain more ways to make it possible to be found in the vastness of space (and no magical gravitational sensors either). It's not hard, one just has to think through the mechanics and provide some reasonable reason for how things work.
It is inherently inconsistent. If you want to make it consistent you need to do a lot of work with it, like figuring out how ship encounters will interact in a way that doesn't get absurd. When do the vectors zero? Will a sensor detection stop an enemy ship in its tracks? Can I use this as a tactic to slow enemies down? Can I use it to slow myself down? (i.e. I want to get from A to B faster, so I don't decelerate - I just plan to engage in combat at the end of it.; that will bring me down to zero instantly on the beginning of the encounter) Or are we actually all speeding up to the ship with the most vector? If so, can we use this to gain velocity?
I'll just stick with letting everybody keep their vectors at the start of combat. That way, the things the players do affect the universe, and it is possible to figure out how that works.
As I mentioned above, it doesn't have to be inconsistent. That's just lazy and poor rule writing. Traveller has been around for a very long time, and gone through many interations, yet we still have many of the same problems that have never been corrected. Good rule writing takes away the absurd and explains how things work - and being sure that all your rules stay consistent to the rules detailed in the game makes for a (in my opinion at least) better playing universe. Personally I don't understand why some publishers refuse to correct things once they are pointed out as violating the game rules (prime example is the Gazelle escort, which upon publication violated the drop tank rule by giving it 4 hardpoints. And just how many decades later did it officially get fixed?). Things like that bug me in a game system.
At the end of the day Traveller is what it is. People are going to keep, add, delete, etc as much or as little as they want.