This game is very abstract as far as movement, damage, ect. The maneuver dials were a stroke of genius as well. Each ship is assigned a discreet amount of maneuvers they can use with a give. Difficulty for each. Awesome. Obviously the 'bearing' of a ship while maneuvering represents acceleration when banking or turning, but what does the 'speed' represent? Actual speed?
In space position and speed are relative. In the game we might argue that all the ships are moving in relation to the edge of the playing field. Great, I guess, but it's probably less abstract than that if we examine further/ The field may be just a convenient frame of reference and can be 'moving' as well, but for our purposes is treated as a stationary frame. Within this space the ships zip around as if they were flying in a medium that slows them through energy loss in friction, which is probably not what is really going on.
A TIE fighter can pull a 5 straight while an Xwing can only go 4 straight as a normal max speed. When jones a ship can only do a straight one. Does this make sense in space? No. But...What if this actually represents acceleration, then the ion 'speed' is actually a much weakened acceleration with a small change in position and relative speed, or the straight one represents the movement from inertia. The 0 stops maneuver then make sense as not just a lack of forward acceleration but the application of reverse acceleration to stop (some) of the forward relative speed due to inertia. Relative to the frame of reference the ship 'stops' but is still moving in some sense relative to outside points of reference.
Just a thought. I spent years trying to rationalize the movement and physics of the Xwing sims, but just gave up and realized it was just easier to model cinimatic dogfights with the engine and physics that they did go with. But this game, we can imagine quit a bit of stuff since it's just little toys on a playmat ![]()