My PC's have a ship that is not meant to be a juggernaut of space battles but rather a more defensive (could have +5 setback) smuggler ship which makes sense for the group. So basically, if they are looking to leave a planet/sector/etc. they will be making an astrogation check shortly after getting out of atmo. But what happens when they get intercepted by an enemy and initiative is rolled and they go first? Their first instinct is going to be hightail it out of there via a jump and as they probably know where they're going it will most likely be a fairly easy check, easy + 1 for duress, maybe +1 if damaged and setback die or two due to any space junk, but with the navigator having 4 int has good chance to succeed. Therefore, how long before the jump happens after the check? Narratively, is it that you have the course to make the jump but to fully input it, it will take X rounds with X + or - with dependent on number of advantages or threat? Do they instantly succeed and jump completely ignoring combat?
I wouldn't want to just eliminate combat, it's not that they didn't go combat capable because they don't want to participate but it was fitting to back stories. And as they have enemies that are likely to attack them in space, I would be wary of not having them be attacked but would also like to make sure that it is a hindrance that they can't just instant astrogate away from.
This hasn't been a problem yet as we've only had a few sessions but would like to be prepared, this is also a semi-general astrogation mechanic question.