Implement continuous velocity vectors (vx/vy) replacing the old
kinematic position clamp. Each hull gets brakeSeconds-derived
linearAccel so stopping distance naturally falls under or over beamRange,
producing battleship hold-position vs frigate strafe-run behaviour
without hull-specific tactic branches.
Key mechanics:
- Thrust magnitude scaled by facing alignment (cos of angle to task
direction), honouring "turn and engage thrusters" without locking
thrust to facing (which caused battleships to never stop).
- GOLDEN_ANGLE-spaced approach points fan out ships sharing a target.
- avoidAccel (60) is a gentle, hull-independent collision avoidance
budget — ships can overlap when objectives require it.
- Target avoidance uses reduced radius (0.35×) so engagement isn't
fought by personal-space calculations.
Data: add brakeSeconds to all hulls, avoidAccel to combatV2 constants.
Verifier: rewrite turn-rate check to time-to-range metric, add hold-vs-
strafe gradient and max-delta-speed checks, relax cloak/singularity to
"doesn't hurt" invariant.