This may have already been answered in the forums, but didn't feel like wading through 600 posts to find a response, and didn't see any reference to this in first pass of whatever limited game descriptions are already available. I've had more than a few ship battles, in which I see mostly asteroids being generated as a limited form of "space terrain." Sometime even acts as a nice blocker for certain attacks, although doesn't seem to really do much damage to ships so running into some asteroids doesn't throw a ship battle. However, can't determine whether the location of the ship battle generation may affect the ship battle's "space terrain." As in, if I try to escape burn through an asteroid belt (or debris field) and get caught, do way more asteroids (or dead ship hulks) spawn? If I kit my entire fleet out in solar shielding and mange to lure some enemy fleet deep into a star's corona, does the ship battle map continuously damage the enemy ships (unless said enemy ship also happens to have solar shielding)? This is as opposed to a battle outside of some "space terrain" zone, with maybe only a few asteroids. Just curious, why spend like 4 hours trying to test this in game or dig through code when I can just ask?
If the game doesn't do this and this question has already been asked/answered, what reasons were given for why not added? Just to prevent fps reduction (same reason why spamming too many fighters can cause issues), or maybe just would take up too much time/money (besides AI code, I address that at end of this paragraph). Not to mention if this doesn't exists, adding it could lead to some legit terrain tactics, don't get me started on having a battle near a black hole with like a fifth of the battle space showing part of a circular event horizon to avoid or die while also slowly getting pulled towards it... unless you get caught in event horizon and pulled towards edge of map but are lucky to be able to phase back out of the event horizon zone (this assumes black holes will eventually be added, but it illustrates the concept of terrain tactics nicely). Of course, there is also the answer of "coding AI to not only handle but even take advantage of said terrain is recursively difficult (ie, pointless)," but still worth asking. But since game still doesn't even have much options for even deliberately waypointing from A to B (or doing curved flight paths), perhaps premature to make such an ask...
Totally unrelated, but why does this game have (space) marines but no boarding party options during battle (whether single "missiles" or some form of boarding party fighters, either of which would require that a fleet waste cargo space on marines in order to function)? Again, maybe already answered (and discarded for cpu overload or coding reasons), or just in order to better delineate this game from like FTL or some other game?