Thanks for all the ideas and suggestions.

Let me give a small update:
El Viejo wrote:A Thargoid Witchspace Jammer... in spacer parlance, a tube breaker.
A "Thargoid Witchspace Jammer" it is.
DaddyHoggy wrote:El Viejo wrote:Something like this would have the welcome side-effect of discouraging use of the energy bomb to kill the Thargoids.
Oh yes! Clever! Blow the Tharg's and you blow the Tube Breaker up as well! You survive, but only so you can eventually starve to death...
Hm. I'm not sure I am following. If the Witchspace Jammer is the device which keeps your wormhole collapsed, the destruction of the device should make your wormhole re-appear. Or am I missing something? Therefore I'd say, no matter when and how the device is destroyed, the wormhole instantly re-opens.
I guess your reasoning is somehow different from mine, but I need some more elaboration to understand it.
El Viejo wrote:I've no idea what is feasible... I'd have it so the tube breaker has to be destroyed/disarmed after all the Thargoids have been splashed... you've got to win the firefight to earn the chance to escape.
Scripting-wise this would be possible. However, depending on your other OXPs it may get practically impossible to win the firefight. I prefer Disembodied's approach:
Disembodied wrote:Whenever the buoy/tube-breaker is destroyed, the wormhole reappears, but it'll only stay open for a short(ish) time, I assume: so destroying it with a q-bomb or energy bomb might not be a great idea, if you get distracted by the fight ... and if the player does manage to reach the buoy, and destroy it, opening up the wormhole before all the bugs are dead, would it be possible for the bugs to follow the player through the wormhole and arrive moments later, just after the player is feeling smug at having escaped?

All of this is possible scripting-wise.
In my current version the Witchspace Jammer is spawned outside scanner range. So you (or somebody else) has to first find it and get there in order to destroy it. If it is destroyed, "your" wormhole opens
at the place where you left it. This will of course also be outside (or at the edge of) your current scanner range. You also get a notification via commsMessage; I don't want to make it too difficult. The wormhole stays open for about 90 seconds. If you get distracted or don't know where to look for it, it will be gone.
Currently the remaining Thargoids will not follow you. But in principle they can, as do for instance pirate ships. All that's needed is to amend the thargoidAI analogous to pirateAI.
El Viejo wrote:Or several wormholes appear?
This would also be possible, but I would make it depend on the presence of other ships. If there are other yellow blips around you, and still exist when the Witchspace Jammer is destroyed, each of them could get its wormhole re-opening. In this case you would have to find "your" wormhole in order to get to your destination.
Disembodied wrote:The most crucial time will be the first time the player experiences a misjump: in nearly every case this will be a horrible surprise and they won't know what's going on. I'd imagine that most if the time, if they survive, they'll only have the time to start looking around and notice the tube-cutter after the dust has settled and they're wondering what's going to happen next. My preference would be for something smallish and innocuous-looking, personally (well, as innocuous as a lump of alien kit in interstellar space can look, that is). The Hive Core model would work fine, but I'd scale it down to somewhere between a nav-buoy and a rock hermit in size. The player should have to hunt it down, as they scan across the vast starfield, looking for anything at all ...
Escaping the trap should be a puzzle. If the thing's too big, then there's no achievement in finding it. Also, people might think it's a station and either try to dock with it, or assume it's indestructible. It could be kept safe from energy bombs and q-bombs by placing it at a distance from the likely location of the fight: not hugely far away, but far enough so that it's hard, but not impossible, to pick out.
Thargoid wrote:Behemoth Spacewar and some other OXPs could give some problems there with NPCs seeing the buoy as alien and so targeting it. BS would be OK as you have a ready-made solution there to get you out of the trap, but not all OXPs are so benevolent...
I have some thoughts on the issues touched here. Unfortunately they are mutually exclusive, and I don't know which one to pursue. I can need some advice here.
The question is: where shall the Witchspace Jammer be positioned, and how shall it be treated by NPCs?
One idea: give it CLASS_ROCK and use the scanner colour definition (alternating red/green) in order to make it appear like CLASS_THARGOID only for the eyes of the player. Then NPCs wouldn't care about it either way. Chances of anybody else blowing it up are minimized. It could even be placed within scanner range.
Second idea: let it have CLASS_THARGOID and place it outside scanner range, preferably in a direction NPCs are unlikely to take (-z coordinates). The main problem is that this would make it
really hard to find, especially for the first-time-misjumper. Having to scan the whole sky
visually, with the lighting conditions in interstellar space,
and if you don't even know that there is something to look for in the first place, seems an unfairly difficult puzzle.
Third (unrelated and new) idea: Make it into a real jamming device. Give it a high enough mass that it actually blocks witch jumps by mass-locking. Some small tests have revealed that regardless of mass the maximum mass-locking distance is capped to scanner range, therefore the device would need to be placed within scanner range of the witchspace exit point. And giving it CLASS_ROCK wouldn't work, because rocks don't mass-lock. I have to say I like the idea of the Witchspace Jammer having actual mass-locking properties.
This leads to the fourth idea: Have not one, but four Witchspace Jammers positioned in a tetrahedral grid around the witchspace exit point for maximum mass-locking effect, just within scanner range. All of them have to be destroyed for your wormhole to re-appear. Having four jammers also decreases the chance that other NPCs will destroy them for you. The puzzle to solve wouldn't be to find one device, but to destroy four of them, while only the last one destroyed will give you the prize.
Personally I'm feeling inclined to idea #4. But I'd like to read some more thoughts about it.