Originally posted by connan
Yes, maybe. But if you refer to realism the speed limit is the bigger 'hack'. Would be a nice thing to have look at fuel before acceleration cause you will need the same amount left for slowing down or drifting endless through space. In that mannor i think you could even avoid the 'time compression' effect vice refers to.
I agree that the speed limit is a hack. It's become the default design for this type of game, so combat happens at short range and the ships fly and fight in a way that's very similar to an air combat sim, with a little semi-Newtonian "sliding" added in. I blame George Lucas for this.

Several generations now have grown up thinking that Star Wars is what space combat should look like.
As I said further down in another thread here...
http://www.starwraith.com/forum/viewtopic.php?t=4150
...I'd like to see someone make a game that removed the speed cap. However it would only be fun (IMO) if the entire game was based around that, including the combat system. If only the speed cap was removed from Evochron, and nothing else was changed, then you'd have a "safe" transit mode where combat was impossible due to current artificial limits on sensors and weapon lock-on ranges. And the AI wouldn't know what to do with it either.
Now, give me a game where we have full Newtonian/relativistic travel (with powerful enough engines and inertia damping to handle it), with turnover burns to reduce speed, lightspeed delay affects for the sensors, ability to lock and fire weapons over insanely long ranges and having to match course with enemies at drastically different Delta-V.... yeah, I think that would be a blast.
But that's a totally different game. You don't get there just by removing the speed cap in Evochron, and I don't think most people playing this game want the close-range combat changed.