That sounds more like a bug, Neko.
AFAIK speed should be reset to 30% or so after didExitWitchspace.
Also I thought speed already dropped off to max_speed after a while....depending on thrust and mass. But that may just be gamer-expectation.
If your speed is above max, you should be able to decelerate.
Because of the non-newtonian physics in the game, I think however that it might be more logical if a max_speed*a_superaccelerated_factor should never be exceeded by any object.
(all entities limited to a max_speed ceiling independent of their assigned max_speed+evt boosters. say an absolute max_speed of 100.)
About that last sentence...
Does that new this.addship() method if executed by a ship-entity remove it and then replace it by the designated ship-key?
Or did you mean 'ships added by this method can be fiddled with'?
Yeah you hit the main obstacle on the head there, using JS was always assumed to be inevitable.
Random descriptions have never been a problem, rather reproducing the same descriptions is.
This moldable ship.script thing is a nice idea.
I was hoping to use a set of standard, but customizable shipdata, using some of the pre-generated "missionVariable.mark_1_somevalue"s to modulate the parameters of the shipdata.
Probably using seednumbers instead of missionVariables is neater, but the latter are easier to interpret and mess with for casual coders.
Are you sure converting plist.arrays into lists cannot be done by JS?