Preface
Following the discussino in @kiiyo 's thread about adding medium, long thrusters, I came up with this idea to help add room for creativity when it comes to thrusters. Also, I'd like to note that this change could work better in conjunction with another suggestion I made, see addendum.
Basics of Idea
I suggest that all ships can travel at the max speed (currently 150m/s). In this version of the thrust model, thrusters, would impart force on the ship, rather than speed, so as long as that force is greater than the space jelly, the ship will accelerate forwards up to the maximum speed. Ships with very few thrusters would take a long time to get to max speed and ships with many thrusters would get to max speed quickly.
Effect Considerations
Combat:
For combat ships, they would likely want many thrusters to be able to quickly change direction, but with fewer, could still catch up to or run away from any adversaries. Large crewed ships would be able to keep pace with their lighter fighter escorts without being made completely of thrusters, leaving more room for armor and weapon systems.
Cargo Hauling / Mining:
Those that have large loads to carry would benefit from this change as they could save weight and upfront resources on the fewer number of thrusters needed to get to max speed. Asteroids may become a larger worry as slow acceleration could lead to crashes (this isn't necessarily bad since asteroids are one of the only threats out in the belt).
Piracy
Piracy would become more difficult since even a tiny ship or a fully laden hauler could keep up max speed and could not be caught from behind. Long range scanners or weapons (emp missiles?) would be necessary to intercept or slow the victims down. In the interim, mining would be very safe since pirates could be outrun. In some ways, this would make piracy more like lions against gazelles, rather than hawks against rabbits. The long range scanners are in the works, so this problem may not be a problem soon.
Devices
This new thruster model would allow for devices like solar sails and ion drives. Both are very low thrust, low fuel consumtion (0 fuel in case of sail) that benefit from long duration flights. Haulers between the moons and stations could become much more efficient with the fuel savings of these kinds of propulsion devices that could maintain max speed for a long time after the long acceleration to those speeds.
Acceleration Forces
This suggestion would not fix the "thruster wall" problem that Kiiyo (and others) would like to fix. However, if it is mixed with my idea for acceleration based frame stress, see addendum, then it may have a shot. Thruster walls wouldn't go away complexly, but would be more like drag racers as they would only be viable on huge bulky ships that can't have much armor or else have too much inertia, or tiny ships that are small enough as to not be very much of a threat in combat due to the limited load they could carry.
Addendum
P.S.
I think that Kiiyo's idea for medium thrusters is still a good idea and could fit into this model nicely to further give players more choice.
Following the discussino in @kiiyo 's thread about adding medium, long thrusters, I came up with this idea to help add room for creativity when it comes to thrusters. Also, I'd like to note that this change could work better in conjunction with another suggestion I made, see addendum.
Basics of Idea
I suggest that all ships can travel at the max speed (currently 150m/s). In this version of the thrust model, thrusters, would impart force on the ship, rather than speed, so as long as that force is greater than the space jelly, the ship will accelerate forwards up to the maximum speed. Ships with very few thrusters would take a long time to get to max speed and ships with many thrusters would get to max speed quickly.
Effect Considerations
Combat:
For combat ships, they would likely want many thrusters to be able to quickly change direction, but with fewer, could still catch up to or run away from any adversaries. Large crewed ships would be able to keep pace with their lighter fighter escorts without being made completely of thrusters, leaving more room for armor and weapon systems.
Cargo Hauling / Mining:
Those that have large loads to carry would benefit from this change as they could save weight and upfront resources on the fewer number of thrusters needed to get to max speed. Asteroids may become a larger worry as slow acceleration could lead to crashes (this isn't necessarily bad since asteroids are one of the only threats out in the belt).
Piracy
Piracy would become more difficult since even a tiny ship or a fully laden hauler could keep up max speed and could not be caught from behind. Long range scanners or weapons (emp missiles?) would be necessary to intercept or slow the victims down. In the interim, mining would be very safe since pirates could be outrun. In some ways, this would make piracy more like lions against gazelles, rather than hawks against rabbits. The long range scanners are in the works, so this problem may not be a problem soon.
Devices
This new thruster model would allow for devices like solar sails and ion drives. Both are very low thrust, low fuel consumtion (0 fuel in case of sail) that benefit from long duration flights. Haulers between the moons and stations could become much more efficient with the fuel savings of these kinds of propulsion devices that could maintain max speed for a long time after the long acceleration to those speeds.
Acceleration Forces
This suggestion would not fix the "thruster wall" problem that Kiiyo (and others) would like to fix. However, if it is mixed with my idea for acceleration based frame stress, see addendum, then it may have a shot. Thruster walls wouldn't go away complexly, but would be more like drag racers as they would only be viable on huge bulky ships that can't have much armor or else have too much inertia, or tiny ships that are small enough as to not be very much of a threat in combat due to the limited load they could carry.
Addendum
Perhaps instead of reducing the acceleration possibility, add inertia to ships. So, if a player wants to be able to turn on a dime, their ship will have to have a strong frame and light materials otherwise it'll tear itself to pieces if it changes direction too quickly. The damage doesn't have to be immediate, it could be a slow stress, a reduction in armor value so that players could pull out all the stops for a short while but prolonged abuse will be costly.
Essentially, if you want to protect your ship, the max thrust on levers would have to be toned down or the lever acceleration reduced. I could also imagine a button that would then take off all the limitations for an awesome last ditch effort.
This could then warrant a new sensor, and accelerometer so pilots can be warned if they're pushing their ships too hard.
Additionally, this would help to make the distinction between large and small ships more useful. Small fighters that want to be agile will be forced to use light armor, thus making them easier to destroy if hit. The big ships could then use their large frames and slow acceleration to pack on durable armor that maneuverable ships could not.
Essentially, if you want to protect your ship, the max thrust on levers would have to be toned down or the lever acceleration reduced. I could also imagine a button that would then take off all the limitations for an awesome last ditch effort.
This could then warrant a new sensor, and accelerometer so pilots can be warned if they're pushing their ships too hard.
Additionally, this would help to make the distinction between large and small ships more useful. Small fighters that want to be agile will be forced to use light armor, thus making them easier to destroy if hit. The big ships could then use their large frames and slow acceleration to pack on durable armor that maneuverable ships could not.
P.S.
I think that Kiiyo's idea for medium thrusters is still a good idea and could fit into this model nicely to further give players more choice.