This is another frequently asked question.
Have you plan to implement a time warp for fast orbital maneuvering?
And the answer is no, because we plan a multiplayer, so time warp will be impossible.
But you will say, the orbital maneuvers may takes up to 10-20 minutes!
Yes, you right, and this is why we decide to do the next things. You can control multiply ships, not a one, so you can send your ship away and switch to another, then switch back when the first one will arrive to designated point (later we'll add more tools for orbital planning). So 3-4 ships and it's already not a boring.
Besides, you don't need to use orbital maneuvers to fly, you can just fly straightforward to your target, just don't forget to park your ship properly to prevent falling on the planet. The gravity forces and distances is reduced, and engines efficiency is increased, and this is not a mistake in the balance, this is our plan. Of course engines parameters will be changed several times, but it will stay much more effective then in the real world.
In this case may appear a thought that we don't use orbital mechanics at the maximum. But this is not a simulator for an astronauts. The goal of Celestial Command is different.
When we started to develop the game, it was a pretty simple space game in the “liquid space” with air friction, but we decide that it's pretty silly.
And we has find the two way. Or we creates the game about submarines, with the friction and max speed limits. Or we going to experiment and try to create semi-arcade, semi-realistic game in real space. So we chose the second one, because space, experiments and science is cool. )