It may have been a bit cheeky to reply only with role-playing, but then again you were arguing in your first post that in the real world, hyperspace interstellar battle fleets would stop and turn around.
I’m sure you meant in the real world that a naval fleet or advancing ground army would stop when it realized that the battle would be hopeless, but one of the great things about a space setting for this kind of game is that interstellar exploration and warfare require imagined future physics which are easier to align with the requirements for elegant gameplay.
Unlike an example using naval fleets with all of the known physics that entails, I can come up with many in-universe reasons to justify the interstellar travel mechanics in Neptune’s Pride. Hyperspace travel inhibits communication (like a conventional spacecraft on atmospheric reentry); fleets must refuel by scooping energy from the corona of a star before they can fire the hyperspace engines again; sensor technology required to calculate jumps requires too much power to install on a carrier, so a carrier stopped between stars would be completely blind, etc.
If it matters, the explanation I offered with my first reply is my favorite, as it dovetails neatly with my imagined physics for Warp Gates (which I would rather call Warp Beacons to better fit my story).