Half impulse is, I think, way too slow to get anywhere before an enemy ship appears and applies the smackdown. Warp 1 is a better limit--slow enough to be caught, but fast enough to make some progress toward your goal, to defend yourself, or to reach a nebula and hide.
Secondly, all the best games of this type that I've played limited either a carrier's speed or his fighting capability--never both. Remember that in starship combat, unlike on a playground or in an FPS, other players don't block weapon fire, so it's more difficult to protect an ally from a determined enemy. If the ship with the ball is too easy to catch and kill, the ball just goes back and forth between the teams and the game never ends.
[Last edited Oct 05, 2012 20:26:37]