DraQ, what is the speed limit that you would set in that case? Taking to account constraints of the game (so you will not have to accelerate for hours to reach the next planet), as well as other issues that people can come up with as being unrealistic? (e.g., g-force acting on you if you suddenly accelerate from 0 to say, 10000 m/s in a few minutes, or fuel consumption)?
Depends on what game I'd be doing. It would be different in an exclusively SP game or one using different SP and MP mechanics, and different in SP/MP game like ED.
In both cases I'd avoid setting the engine's limit somewhere where player would be able to see it.
How?
Ships using reaction drives have finite propellant stores that determine their delta-v budget, which caps their maximum speed (from standing start relative to some inertial frame of reference) and in many cases where they can or cannot go.
If your game has fuel/propellant mechanics, and you are the guy designing the in-game ships, then you also know how much delta-v the ship with biggest budget will have and it won't really be able to go much faster (because Oberth's and slingshotting can only give you so much extra kick).
Set your max velocity mapped by engine somewhere there.
Now, how big the reasonable delta-v budget would be depends entirely on whether it's an SP or MP/mixed game.
Sci-Fi works best if you can limit stuff like FTL or exotic drives as much as possible, and SP allows stuff like time compression to allow just that - you can easily have an SP game where you can spend days or weeks in transit without hurting the gameplay, because you can let the player modify the flow of time, so you can make this delta-v budget high enough for reasonable transit times, with FTL being inaccurate and only useful for interstellar travel if at all present.
That's effectively how it worked in Frontier and it didn't really have much problems with distances and velocities involved despite severe hardware limitations (game ran on Atari, Amiga and 286).
In an MP game you can't have time compression because players have to stay in sync, so you need some exotic drive to simply move around. However, this also means that conventional reaction drives will only be used for combat, docking, small scale orbital maneuvers and moving around points of interest including planetary surfaces. This lets you set delta-v budgets relatively low - just at the level allowing reasonable combat and all orbital maneuvering you can reasonably do in real time (like surface to orbit lift-off) and set max allowed velocity relative to predefined frames of reference (moving!) accordingly (be careful with dense, massive objects!), or just ignore mechanics getting wonky above it.
If your ships are using powerful space drives, you can always handwave small delta-v limits by giving them really small propellant tanks because everyone is using exotic drives for actual travel anyway.
Since ED is the latter case, I'd probably go for tens to hundreds of km/s, or below 1%c.
How would you balance it out? Say, you will be accelerating with 10g over 1 minute from the stand-still. It would allow you to reach 180 km with the average speed of 3000m/s. That will not work in the game. Can't see how dogfighting would look like in this situation as well (or any fighting, save from shooting particle beams from the distance as soon as you get the enemy on your radar).
That's because it's not dogfighting or combat. That's a bunch of bystanders passively watching a guy as he accelerates away riding massive exhaust plume.
If I'm fighting you and my objective isn't to just make you disengage and GTFO I won't sit there like a lemon while you accelerate for a minute.
I will start accelerating in the same direction as soon as possible. If my ship has better acceleration (or better delta-v) as befits an interceptor I will overtake you.
If my ship is comparable, you will probably start with a small edge, but I will likely have means to get you to change your acceleration vector by either firing fast dumb kinetics at you or launching a missile that will have much better acceleration than the ship it's supposed to hit, and make up for your edge while you're busy evading.
If my ship is slower then I'm either a defensive guy whose objective was to push you off (mission accomplished) or I chose my ship poorly for pursuing nimble targets.
For all that pure Newtonian physics sounds
, it's worth pointing out that the two games that this company have made that used Newtonian physics - Frontier: Elite 2, and Frontier: First Encounters - had shitty combat gameplay. In part that's likely because they never developed decent combat AI to go with the physics (dogfights turned into jousting matches). Assuming that such a thing is still beyond them, fudging the combat model's physics this time around may actually be a smart move ... however much it offends.
Actually, jousting was entirely just an artifact of shitty player skill and failure to master controls:
In FFE it was also a result of derpy obligatory assist fighting against player's controls (fight using external view and watch the thrusters) which helped against the jousting in case of unskilledp layers, but made killing it altogether impossible for skilled ones.
Sure, combat wasn't stellar, but that's because it usually occured in uncluttered empty space rather than near points of interest, AI was limited, while armaments and their governing mechanics were unconductive of good combat - you had hitscan lasers, mostly in spinal mount and very limited supply of missiles, plus standard impenetrable blob variety shields, and some countermeasures.
Less random pirate intercepts, more fighting around something worth fighting for, more locational and directional damage and defenses, and more kinetics and missiles would alone greatly improve FE2/FFE combat.
Time acceleration is a fudge
Are you
a wizard smudboy?