The in-game rationale, well there's two, right...So there's a practical rationale for the speed limit, as in physics engines break down when you get very large numbers, which would include large speeds, because they just don't have the precision to handle it. Now, we're going to move CryPhysics over to 64-bit as part of our move to double precision, so that'll help a little bit. And then there's fun play-wise. When you're going so fast, you know, it's not that much fun dogfighting. Someone will just flash past you and they'll be gone, and you have to turn around and get on them again, and that would take a long, long time. In the future, real warfare I think in space would mostly revolve completely around computers calculating everything, and whoever has the best computer and targeting solution would probably win the battle.But the in-game rationale for the speed limit, and this also could apply to the real world now, is that if we assume that the ships are flow by humans, and we assume that there isn't really any way of absorbing or counteracting the g-forces that a human body experiences under extreme accelerations... and yes I know that in space, you know, everything's relative so I'm just carrying on going at even the speed of light it's not going to affect me, but the acceleration to get up to a high speed or the acceleration if you're going this way and then you want to go exactly the opposite way back, and if you do that in a short period of time, that's a lot of acceleration. So the concept is if you're going to have real human beings fly, and you don't have anything like gravity absorption technologies, then you probably would want to limit your dogfighting range speed down to a reasonable range. Maybe it wouldn't be as low as what we have, but to a range that's small enough that would not allow the pilot to make radical maneuvers, i.e. going in this direction and then quickly flip the other way in a very short period of time without hurting or killing themselves. So that's kind of the in-fictional stuff is that the way the ships systems work is that when it knows that you're close to other ships and dogfighting, or potentially just trying to avoid them on a collision basis, it keeps your speeds low because obviously at fast speeds you can't also avoid collisions, because to move the distance you would have to do to avoid a collision when you're travelling really fast would create a huge amount of acceleration over a short period of time, which would probably kill the crew or the pilot on board. So the idea is the IFCS would limit the speeds to reasonable amounts when you're doing extreme maneuvers or you're close to other ships where you could have collisions, and then when you're not it allows you to go up to, I think our top warp speed is meant to be 0.2 speed of light, which is pretty damn fast. And then as you get close to other ships and you wouldn't have to ability to avoid them it would bring you back down to maneuvering / dogfighting speed.So that's kind of the in-game fiction. It makes sense also in the practicality of the physics. Would it be limited to the speeds we have? Probably not quite as low, but the other thing we want to do is have it low enough that you can get up close and really appreciate the ships and get that close dogfighting feel. And it's really not that slow, because I'm pretty sure if any of you play multiplayer, or even in the Vanduul Swarm mode, you can collide with things pretty easily coming toward you, because the speed is deceptive. So we're actually doing some other stuff to get across the sense of speed, because you are travelling faster than I think a lot of people realize. We just need to have more of the space dust, a bit more shake as you're going faster, narrow the field of view, a bit louder sound, and I think you'll get a much better sensation or feeling of speed even though you'll be travelling more or less the same distance.