The hyperspacing is actually not too hard if you understand it. Instead of having "planets", you use duplicates which each have the name of the planet, and assume initial that they start with upon creation. Therefore you can "hide" and "unhide" initial objects at will. You also have a black circle, about 16384 in width for hypering out, and large long range symbols which are always put so far away that they're remote. They represent systems, which have the same un/hide abilities. Then, you have a set of ConditionTrueYets which first check to see if the player is on autopilot, then to see which system is targeted, and then when a ship with an isPlayer flag collides with the black circle. If all of this happens, an event is executed which Creates a Retak Alpha and a Retak Beta at certain coordinates, and they now can be referred to by initial object #, and destroys the current planets. It then does the same for systems. It also will create "düde"s by creating -1 shuttles with a range of 4 with a distance range of 10240 from the center, and -2 freighters with a range of 4, etc. Of course, you have to figure out some way to get escorts to hyper with you you have to figure out someway to destroy all ships without something and not ships with it. This wouldn't work with level key flags if there were more than two level key flag combos, but since the circle fills the place of the edge of the universe, then you could use "does bounce." You can also create "windows" and "buttons," and buttons can be activated by Subject is Auxillary object. You simply tell the ship to stop permanently until you click exit.
By the way, this is only something I theorized on vacation, I haven't tested it.
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-Pallas Athene, {M}ilitia Aeriane and Dysian Beta representative to the Obish Consensus
ThinkFish, and good things will come.