I understand it is a game
, my posts are a theoretical discussion on how the game works in reality, based on the physics principles provided.
If I wanted to post about the game design I would say this.
Beam fighters broken, missile are overpowered, fighter are just a way to provided longer range missiles. Balance is wrong. There is no rock paper scissor for missile design.
Above is a personal choice about my views, steve who designed this great game has 'rightfully so' other ideas, that why I was deliberately avoiding the 'remember is was a game not a physics simulator' aspect.
If we looked at the argument based on this being 'a game' there is no reason why not to add agility to fighters, no reason not to add ion cannons that knock out an enemies power temporarily or any other aspect. Because in a game you can make and choice or direction and match up the physics after to create the story why.
If Steve decided tommorrow he wanted to include small craft with agility, I am sure the same faces in this post would come up with a plausible reason how it was included, and do a 180 backflip.
I wanted to wrap my head around based on the current principles of physics 'in the game', why you could or could not have agility in engine included. And I now believe I understand it, based on this random jinking concept.