Add that to the (hopeful) ability to have missiles continue cruising on empty tanks for extreme range planetary bombardment, and to order missiles to do an initial burn to get up to a high velocity, shut down their drives, and then reengage a few hundred million kilometers later.
On that subject, I haven't been keeping up to date with the plans for it, and was wondering how interstellar travel will be handled.
My impression was some sort of hyper engine with FTL...
EDIT: steve is converting jump engines into hypersapce engines, which once the vector of the fleet is correctly lined up will move the ship to a higher dimension, each dimension allowing correspondingly higher rates of travel. The first level has a 2500X speed modifier, the second 5000x and so on.
Misslie with the ability to shut off engines at cruising speeds has been confirmed, although I personally don't think the new missiles will be as apocalyptic as people have been worried about. There are a couple of factors beyond the high speeds at play here. The first is that the damage profile for missiles has changed, it's now a much shallower damage profile (damage is applied evenly to 1/2 of a ships armor). Damage is now dependent on the distance between the ship and the point of detonation, so there are effectively partial hits now. In addition because damage can now occur at a distance from a missile, AMM's can now engage a)multiple missiles in a salvo and b) a wider variety of missile. In addition it is missiles now start with the velocity of the launching ship, so firing missiles at anything directly in front of you is now more problematic. This means that many of the tactics used by missile ship now, such as holding open the range no longer work. Setting up a missile shot is now actually a tactical necessity making it harder to effectively deploy missiles.