I recently had a thread where I discussed a range-based Tracking/Evasion system, but I'll admit I made some pretty large assumptions about the current operating environment with regard to ranges. The system also assumed that typical combat ranges could comfortably be measured in whole or appreciable fractions of light-seconds (approximately 300,000 km for one light-second), and the system offered Evasion based on the length of time between when a weapon is fired and when it would impact, along with the thruster capability of the ship. While Tracking in this system does have some consideration for how quickly a given turret can traverse and elevate, direct-fire (DF) weapons operating at those ranges are going to use extremely small movements and just have to be ultra precise.
As the range gets tighter, the length of time available to evade will shrink toward nothing for beam weapons and, because the designers won't likely completely gimp the effectiveness despite what would realistically be relatively slow flight speeds, DF projectiles (plasma balls, kinetic slugs) will still likely be close to beam weapons. However, angular changes will start to creep in a bit, but wouldn't be significant until ranges are so close as to make beam weapons impossible to evade and even projectiles will offer little opportunity to do so. In order to take advantage of a turret that can traverse 90 degrees in less than a minute (or deal with those that can't do it), ranges would have to be within hundreds (not hundreds of thousands) of kilometers.
I'm not asking (right here and now) for the graphic engine to properly render space battles at the few light-second scale, instead of the current light-HOUR scale (light from our Sun takes about 43 minutes to get to Jupiter, and I've easily seen Stellaris battles cover beyond that relative distance), but knowing what range "ballpark" we're supposed to be in makes it easier to brainstorm corrections and variations to it.
As the range gets tighter, the length of time available to evade will shrink toward nothing for beam weapons and, because the designers won't likely completely gimp the effectiveness despite what would realistically be relatively slow flight speeds, DF projectiles (plasma balls, kinetic slugs) will still likely be close to beam weapons. However, angular changes will start to creep in a bit, but wouldn't be significant until ranges are so close as to make beam weapons impossible to evade and even projectiles will offer little opportunity to do so. In order to take advantage of a turret that can traverse 90 degrees in less than a minute (or deal with those that can't do it), ranges would have to be within hundreds (not hundreds of thousands) of kilometers.
I'm not asking (right here and now) for the graphic engine to properly render space battles at the few light-second scale, instead of the current light-HOUR scale (light from our Sun takes about 43 minutes to get to Jupiter, and I've easily seen Stellaris battles cover beyond that relative distance), but knowing what range "ballpark" we're supposed to be in makes it easier to brainstorm corrections and variations to it.