I'm not at all talking about going the speed of light. What I hate about space drag has nothing at all to do with the speed of light. I know we will never get anywhere near that speed.
Hmm. Much like the lack of realistic radar, the reason we have space drag in Starbase is the speed of light - in reality. Computers can only process so fast, and an update from one computer to another takes a really, really long time relative to the data that needs to be sent. The speed of light, in reality, is slow, for the purposes of simulating and modeling reality-based systems in computers.
As the game needs to keep 100's of objects in sync and handle interpolation and extrapolation for those objects - guessing where the object will be in the future for each client (one of the biggest issues for Starbase, and you can see the desync in a lot of the videos) - if everything could travel faster and faster with no 'space drag' the warping and client updating would desync even more and the game would look like a mess a lot of the time.
This is because of the latency it takes for the computers to calculate what is going on and send that data to everyone else - the speed of light. That's our main issue, and will always be a huge issue in gaming. It's so slow. When your computer talks to another client who happens to be around the world for you, that 300ms delay between you two is as good as it can get. The speed of light means 300ms - or about 1/3rd of one second - is as fast as you will be able to communicate with that person, ever, unless we can find a way to break the laws of physics. A lot can happen in 300ms, so the desync that occurs in those situations only increases as the 'speed' at which players move around increases. If we don't have any space drag and players can hit 500m/s, or 1000m/s and so on, the issues are exponential in terms of game feel and performance. And since this is a multiplayer MMO game, it needs to be consistent and have certain rules which make it fair and fun to play. As such, space drag has been introduced so the game doesn't have to lie to you - like Elite: Dangerous - that you're going ultra-fast when in reality it's just another layer of gameplay far removed from anyone seeing what speed you're actually going. The space drag ensures clients from all around the world can talk to each other within reason and have ample time to process the incoming data - and that players can react to that information in reasonable time as well.
If the speed of light were faster, and we could process complex information much faster than the response time of the human brain, we'd be able to have complex systems without any noticeable side effects like warping and desync. Then you wouldn't really care to have space drag and you could open up the limits of gaming.
On a side note, most weapons in Starbase fire much faster than 150m/s and I think the torpedo will travel faster than that as well - meaning you should be able to create some interesting system, maybe parking outside render range of an enemy and riding a torpedo in to attack the enemy ship, manually guiding it in to target, jumping off at the last second. So there might be some ways to have fun with the system.
The bottom line is space drag exists for gameplay reasons that are present because the speed of light is slow. This doesn't even take into account the human response time in dealing with fast moving objects and so on, which is equally important a consideration. It's just to make for good gameplay. It will feel more like a game and less like some perfect space-sim, and this is good, as the game needs to appeal to a wide range of gamers and players from all backgrounds from all around the world. I hope this sheds some light on 'why space drag' - and helps you get into the mindset that the game, and gameplay comes first. Imagine shooting at a ship, as a player with a rifle, when it is going 1000m/s. Good luck.
Instead we will be forced to build much more costly weapons with engines on them
I personally see no issue with this. A catapult for example is just storing work to then unleash a projectile. Just like an engine which is storing work in the form of fuel to then propel the same weapon - though the expenditure of the work is over time, not all at once. I like that there will be a market for cheap, engine-based weapon delivery systems in Starbase, which can be intercepted and salvaged by the person being attacked if they are aware enough to notice the weapon. In a system with no drag, your same base argument could be applied (limited to what kinds of weapons); there would be no need for inefficient engine-based systems when it's easier to just 'catapult' your weapon at the enemy, effectively removing those kinds of weapons from play (though I know, you could use engines, but it would not make sense to have engines firing the entire time towards a target - effectively making any such design obsolete). Such is gaming, limiting the possibilities of players for the sake of gameplay.
their QA department has hit 150 m/s with a Knight with a bunch of extra box thrusters bolted on.
Ah, I didn't know this. This would mean the top of the curve is more like 200m/s, and 150m/s is the max any ship would be able to likely go on that curve. Interesting. I'll keep my eyes out for more information on this.