Well, I can only think of one solution, and it's not a pretty one.
Keep the behaviour 4, and add a small script that monitors the distance between all ships and the object (which I guess is a jump node marker?), and when it detects a ship is coming close to it, it would make it so that ships wouldn't go round it with the command "ShipGoRound(ship, enable);", and when it goes away it will return it to the previous state.
However, that ship will not evade any other object once it gets near to the main one, and it can get messy if a lot of ships get near that place at the same time...