Having an acceleration limitation separate from racial tolerances is IMO a good idea. The larger a ship is the less acceleration it should be able to take (assuming it doesn't grow purely in width) for the same reason that a building can only get so tall. Think of the engines as being the base of the building, with the acceleration the strength of the gravity. As the building gets taller for the same amount of gravity more and more force is being placed on it. (Making the building wider, but no taller, brings no change). As a spaceship gets larger it's like making the building larger, the portion of it that corresponds to a wider building doesn't change the force, but the portion that corresponds to the building getting taller requires a stronger building.
This is due to the square-cube law. As the building/spaceship gets larger the force on it diminishes with it's surface area (the square) but increases with the mass (the cube).
The reason that this is necessary from a gameplay standpoint is that it's the only thing that will allow small ships to be faster than large ships. As it is right now (rightfully IMO) the engine techs will be "Thrust per Ton" modified by a thrust modifier and a size modifier. There isn't anything stopping you from designing both your fighter and your battleship engines from being +100% thrust, then putting 20% engine mass on them, and having them each go the same exact speed.
However we don't want an arbitrary size restriction stopping that from happening, we want organic and realistic rules that are the same across the entire spectrum of hull sizes. I can see two ways of doing that, the first similar to what JSeah is talking about.
1a. Maximum acceleration limits for ships based on structural strength and size:
A
max = ArmorStrength / Tonnage
1/3Where ArmorStrength would be a multiplier assigned to each tech level of armor.
For example:
If your ArmorStrength at your tech level was 200 then you'd have some of the following max Accels:
Tonnage | MaxAccel (m/s2) |
250 | 31.7 |
1000 | 20 |
3000 | 13.9 |
15000 | 8.1 |
If you research the next level of armor, your ArmorStrength would go up (say to 300) and your max accelerations for ships with the new armor would go up. You could either put on new engines, or more of the old ones.
1b. Another possibility is to modify the above formula by adding in armor thickness to the mix. On one hand this makes a lot of sense, if you are making a stronger ship then the structure can take more wear and tear, on the other hand how exactly could we calculate that? The armor is just along the outside of the ship, so the larger the ship the less the armor can help the internals at the center of the ship. I would have to dig out my Structure textbooks from college to see how that scales, and I don't want to. It's also ignoring the possibility of internal bulkheads, which you would obviously reinforce if you were going for more acceleration resistance than weapon resistance.
Lets try adding in a multiplier based on the Square Root of the armor thickness, and see what that gives us.
A
max = ArmorStrength * ArmorThickness
1/2 / Tonnage
1/3For example:
If your ArmorStrength at your tech level was 200 then you'd have some of the following max Accels:
Tonnage | Armor Thickness | MaxAccel (m/s2) |
250 | 1 | 31.75 |
1000 | 2 | 28.28 |
3000 | 4 | 27.73 |
15000 | 10 | 25.64 |
If we wanted to go this route someone could either try to juryrig up some math to polish it up, or we could decide on the Armor Thickness effect that gives us the feel that we are aiming for. Personally I think that that last equation makes it too easy to make super fast big ships, but that original one that doesn't take into account armor thickness is probably too penalizing.
2. I mentioned a second way, also based on the square cube law (as I suppose all realistic size mechanics would be). I'm not going to try to develop any equations for them, but the idea would be that the heat developed by an engine scales linearly with it's thrust (aka the tonnage) but the heat can only escape with respect to the surface area (aka a multiple of tonnage
2/3. You could use calculate some sort of maximum thrust ceiling that was more favorable to small engines than big ones. I like the structure-based approach much better for a couple reasons:
1. Steve hasn't modeled thermal effects that much before, so it's an odd mechanical addition to the game.
2. As described you could actually get around the effect with a lot of small engines on your big ship, which wouldn't work IRL because the engines would be bleeding heat into each other, so the ones in the center would overheat, so I guess you'd need to work ship-wide to find the total engine tonnage.