.
.
.

.
.

In Gundam, one of the other breakaway things it does is show semi realistic Space Combat...

Space at the top of the gravity well isn't like Earth at the bottom, gravity in orbit is a weak force, barely pulling on objects. Once you overcome your mass moving the only thing you have to worry about is decellrating or stopping it. On Earth constant thrust usually equals constant speed. However in space, away from drag, weight, resistance, and gravity, you will accelerate constantly at the speed of your thrust.

In Mekton terms, you speed adds up every turn you thrust, so don't move faster than you can slow back down in about 2 rounds time. If for example you were travelling 12MA from a catapult launch, and decided to thrust towards the enemy at your full FMA of 8 in the first round you'd be going 20MA. At this speed you'd have to spend all of two and a half rounds just slowing back down if you wanted to stop or change direction.

MYTH - Playing with constant thrust equals constant accelleration is hard. Anyone who has ever played a racing game, or Car Wars is familiar with travelling in one direction faster than you can possibly slow down in one turn. Keep a speed indicator somewhere on your sheet to let you know how fast you are going and that's it.

Another problem in space that's part of the same package is SPIN, if you start moving in one direction, you keep going that way until you stop. The AMBAC system that balances a Mobile Suit while its walking also ties into the thrusters and is able to control spin, as well as recoil from your weapons is accounted for by the thrusters.

Direction is a third consideration, if you thrust 5 hexes away from your carrier, turn left, and thrust 3 more hexes, you will fly 5/3 every turn until you slow your momentum in one of the two directions. If next round you thrust 5 more hexes awy from the carrier, float 5 from your already built up momentum, you'll be 10 hexes farther away that last turn, and go 10/3 next round.

Just be sure you have weapons that can hit an enemy at a decent range, there is a tendency for people to want to fly by their opponents at tremendous speed so that they are in range long enough to attack their enemies, and let their momentum carry them out of the range of enemy fire before the enemy gets to move, then turn around for another run on the enemy's flank. There is nothing wrong with this tactic so long as the enemy doesn't invest in longer range weapons.

Its funny we got to discussing ways of attacking people in space and came to the realization, that Mektons, not just Mobile Suits are kinda flawed for Space-Combat, the breaking thrusters that you have in your feet/legs will not usually be enough to counter the tremendous amount of thrust in the Backpack/Thruster-pod unit. You don't want to turn your back to an enemy long enough to slow down, so what you'd probably do is circle past your enemy, and slow down as you approached them from their rear.