MegaTrav space combat rules base detection and target lock on sensor tasks. While they provide for the existence of EMS jammers, they don't discuss how those jammers function in battle.
Meanwhile, back at the ranch, High Guard has that odd little "reserve" rule whereby ships can screen other ships from attack.
Thoughts on the subject:
"An EMS jammer renders an enemy's active EMS of equal or lesser range inoperative. An EMS jammer is available at the same ranges as Active EMS. ..." However, a jamming ship shows up on passive EMS like a full moon on a cloudless night. And, passive detection of other ships by passive EMS, densitometer, and/or neutrino detector remain options, though at low level blocking active EMS can make things a wee bit more difficult. Not exactly something that makes jamming useful.
Now consider the case of two ships of the same fleet in the same hex, one shouting its existence with active EMS, the other trying to avoid notice and staying as close as practical to the first, perhaps with its maneuver slaved to the first by laser link to prevent accidental collision. One could, if one wished, use this mechanism to create a situation analogous to High Guard's "reserve" rule. The enemy fleet detectors might be incapable of separating the two signatures at planetary or better ranges: they'd know the signal was stronger than expected, and telescopic analysis would reveal that there were multiple ships very close to each other, but they'd be unable to lock weapons preferentially on one target over another, and the "loud" target would dominate their passive EMS scan, drawing the attention of weapons to itself.
In this manner, you could have an escorting warship providing effective cover for an accompanied freighter. The attacker would have to come into the same hex as the pair, perhaps to visual range (I'll deal with that separately) in order to lock weapons on the screened ship.
One would not want to use such a rule to hide a dreadnought behind a fighter. One thought would be to require the "loud" ship to be equal to or larger than the mass and total energy output of the screened ships.
Meanwhile, back at the ranch, High Guard has that odd little "reserve" rule whereby ships can screen other ships from attack.
Thoughts on the subject:
"An EMS jammer renders an enemy's active EMS of equal or lesser range inoperative. An EMS jammer is available at the same ranges as Active EMS. ..." However, a jamming ship shows up on passive EMS like a full moon on a cloudless night. And, passive detection of other ships by passive EMS, densitometer, and/or neutrino detector remain options, though at low level blocking active EMS can make things a wee bit more difficult. Not exactly something that makes jamming useful.
Now consider the case of two ships of the same fleet in the same hex, one shouting its existence with active EMS, the other trying to avoid notice and staying as close as practical to the first, perhaps with its maneuver slaved to the first by laser link to prevent accidental collision. One could, if one wished, use this mechanism to create a situation analogous to High Guard's "reserve" rule. The enemy fleet detectors might be incapable of separating the two signatures at planetary or better ranges: they'd know the signal was stronger than expected, and telescopic analysis would reveal that there were multiple ships very close to each other, but they'd be unable to lock weapons preferentially on one target over another, and the "loud" target would dominate their passive EMS scan, drawing the attention of weapons to itself.
In this manner, you could have an escorting warship providing effective cover for an accompanied freighter. The attacker would have to come into the same hex as the pair, perhaps to visual range (I'll deal with that separately) in order to lock weapons on the screened ship.
One would not want to use such a rule to hide a dreadnought behind a fighter. One thought would be to require the "loud" ship to be equal to or larger than the mass and total energy output of the screened ships.