2 ideas that floated around my head for a few days now regarding "making jumpdrives less OP"
1. interdiction fields
the classic "you no jump here" technology, but not on tactical scales (long range ship combat) but for strategic ranges.
big module for stations that prevents opening of new wormholes in a few lightyears around the generating station('s system)
this also prevents wormholes going "through" its sphere of influence
A--
(-B-
)--C
so no jumping from A to C through B's interdiction field
mitigates "suddenly, battlefleet" problems and makes it possible for them to still be used (maybe even for P2P jumps
)
2. interdiction fields
another variant
a variation on the interdiction field, feld generators cannot create no-warp zones by themself, they need other stations for that.
interdiction modules become the vertices in the corners of an interstellar polygon that prevents jumping through its border.
you can join multiple of those polygons together to encase a volume in a no-warp bubble (maybe even prevent warping in the bubble altogether and not just through its border?)
power needs rise with the area of the interdiction polygons, but should have a balancing factor that using more stations has an energy need bonus.
to create a trade off: more stations that stretch your resources more, but the stations themself are relatively cheap
or big, relatively easy to defend stations that get disproportionally expensive
interdiction fields (both variants) prevent any wormhole from being created, also allied ones.
so if you want to jump through your own interdiction field, you have to turn it of beforehand
activating and deactivating of the interdiction fields should also take time, so when you see that the enemies interdiction field is reducing power, you probably do better to prepare for a jumping fleet
just a few blurbs, and i wanted to get them out in case someone could deem them worthy