10 m/s2 (around 1G) is a very low acceleration value.
A ship travelling at 1000 km/s (not a crazy speed, at this average, she'd need about 2 months to travel from the Sun to Neptune), with a 10 m/s2 acceleration, would turn arctan(10/1e6), or 5.7e-4 degree, per second. A 45° course change would take almost a full day. Even at 100 km/s, a ship could turn about 20°/hour, and a right angle turn would take 4.5 hours.
No arguement there. Now actually turning the ship would be fairly easy. It will rotate on its axis fairly well and this is why I don't mind Steve's decision to ignore facing. Effecting a course change will take time.
I don't know what others forsee, but I expect combats to occur at ranges measured in AU, not km. Weapons will take many hours/days to reach targets, during which a great deal of time will be spent maneuvering to ascertain just what the incoming weapon is capable of (assuming you can see it), while manuevering your own ships and weapons to begin denying your target any movement options that won't put it in danger.
At such rates, and unless they move at very low speeds (a few km/s, which means outer planets are hardly reachable, since intra system jumps are not possible), ships become little more than projectiles, and firing a missile in the general direction of something not right ahead becomes a very costly exercise.
Again, no large arguement. Ship deployment will be critical. The 'Empire State Formation' of old will be a death trap. You won't be able to keep all your eggs in one basket. It will limit your attack options too severely and leave you vulnerable to a single nuke leaking past your defenses and taking out a whole fleet..
So, if you want ships a bit more maneuverable (and space combat possible), you need much higher acceleration rates, which, again, make relativistic speeds feasible.
Not sure I agree. Required fuel will probably make getting much past .1c impractical. Not impossible, but you may not see that ship again as it sails off into the 'long dark'. Weapons may push the limit, but I am willing to overlook the physics violations on 'expedible munitions' to ease the coding burden.
On the other hand, one could argue that such high speeds are not desirable (for ships and missiles) because of the lack of maneuverability they entail. But you'd still need a lot more acceleration than a few G (more in the hundreds than the tenth, in fact) as soon as you want to travel further than the inner planets and have more maneuverability than a modern day supertanker...
High G weapons, ok. High G crewed ships, not so much - unless we posit some huge medical/genetic developments, or an alien race adapted to ultra G environments.
People don't do so well at high G. 10 G for short periods will render most unconcious. More than a few minutes is generally associated with high morbidity/mortality rates.
At 100 Gs most critters we know of get kind of 'squishy' as my 7 y/o says.
As I said, I forsee a lot of combat involving ships jumping in at trans-Neptune orbits, orienting on a target, releasing self guiding ordinance, and then reversing course and jumping out before a return strike occurs. The real battle will involve having a well deployed fleet that can intercept/eliminate incoming weapons, and then be prepared to deal with the 'follow on ships' that come in a week or two later to assess the results.
Out system 'defense bases' or 'patrols' with (probably two stage) missiles that may have a chance to intercept an 'interloper' may become vital designs to prevent a holocaust.
Even extended durations at 2 G will do horrible things to you. The blood vessels in your brain have poor ability to withstand this (hence 'shaken baby syndrome' I get to see far to often) and strokes will occur regularly if you keep up 2 Gs for days on end.
This is why I see most combat occuring at long range. At shorter ranges you simply can't dodge bullets (no matter how cool I think the 'Matrix" is). Ships will start disappearing too quickly. A few railgun armed ships should be able to shred dozens of targets before the opposing weapons even reach them. Of course, the opponents incoming ordinance will doom those ships also. I kind of forsee 'close combat' to be a form of mutually assured destruction. The weapons are just to powerful for a ship to survive.
Which sadly enough, is very 'realistic'......