I had the idea that structure should provide a limit to how much thrust a ship can endure without breaking up.
Following an idea that the mass a structure can support is dependent of the structure's total cross-sectional area it would appear that the amount of support a point of structure can provide follows a square/cube relationship.
If I assume that the standard structure point per 50 dtons allows support for 1G, then for 2G's of support, we'd need 2.83 structure points; 2^(3/2) or 2^(1.5) per 50 dtons.
5G's of support would need 11.2 structure points per 50 dtons.
Reversing this procedure can give the amount of thrust a hull can take when damaged. A damaged hull that has 4 remaining structure points per 50 dtons can accelerate by up to 2.5 G's without collapsing due to over-stress; 4^(2/3).
This should limit super-battleships, somewhat, and make them 'act' like super-battleships instead of giant fighters that can zip about.
Naturally, adding massive armor should impact performance, but tracking mass is a complication that can be handled at a later time.
For ships that are built using monocoque structures where the hull IS the structure, then hull points could be treated as structure points. As the hull gets blown away, the structure points are blown away as well with new limits to acceleration being re-calculated each turn that damage is taken.
just as idea
Following an idea that the mass a structure can support is dependent of the structure's total cross-sectional area it would appear that the amount of support a point of structure can provide follows a square/cube relationship.
If I assume that the standard structure point per 50 dtons allows support for 1G, then for 2G's of support, we'd need 2.83 structure points; 2^(3/2) or 2^(1.5) per 50 dtons.
5G's of support would need 11.2 structure points per 50 dtons.
Reversing this procedure can give the amount of thrust a hull can take when damaged. A damaged hull that has 4 remaining structure points per 50 dtons can accelerate by up to 2.5 G's without collapsing due to over-stress; 4^(2/3).
This should limit super-battleships, somewhat, and make them 'act' like super-battleships instead of giant fighters that can zip about.
Naturally, adding massive armor should impact performance, but tracking mass is a complication that can be handled at a later time.
For ships that are built using monocoque structures where the hull IS the structure, then hull points could be treated as structure points. As the hull gets blown away, the structure points are blown away as well with new limits to acceleration being re-calculated each turn that damage is taken.
just as idea