A dogfighting/fighter vehicle would likely operate via a computer interoperated fly-by-wire type system and a maximum speed is required to provide nimble course correction, else the engines would not be able to compensate for a rapid change of direction.
Perhaps a bomber would work at such high speeds; but then only against a stationary or orbiting target where its future position was known; however then the brief microsecond deployment of weaponry would require such precision it would have to be automated and not under human reflex control.
Full Newtonian manual control moves into eventual direction changing; the slow pondering of 2001: A Space Odyssey vs frantic action of Battlestar Galactica/Star Wars/Star Trek.
Following the idea through, this would probably result in a lot of abandoned ships, continuously travelling into the vastness of space. If you were accelerating for 10 mins in one direction; perhaps distracted, perhaps just flying the wrong way, it would take you 10 mins to slow down, 10 mins to return to the place where you started slowing down; if you knew what you were doing you’d start decelerating and in 10 mins be back in you start position (30 mins for 10 mins of flying the wrong way)
More likely a player won’t have started to slow down until they were near their destination so after 30 mins you’d be travelling twice as fast, which would cause you to overshoot; 20 mins more to slow down, and another 20 mins, assuming that the opposite acceleration was applied at the right time - overall 1 hr and 10 mins to correct.
Dogfights would likely become a yoyo affair where players occasionally met; and every target course correction would require a re-estimation of where will this ship be in 30 mins so I can intercept at extreme velocity; an a “can I headshot and destroy this ship in the split-microsecond it passes me” type engagement.
At this point the in space portion of the game becomes waiting and not doing much; with the occasional impossible to react to split second engagements; which would mean most of the time the game wouldn’t be very entertaining; when our aim is to provide entertainment for our players valuable time.
In a single player game we could always speed up time in these “slow bits”; but we can’t do that in a massively multiplayer game - where everyone needs to be progressing into the future at the same rate.
For our specific case as @Stew points out we aren’t using Newtonian mass ejection as our propulsion
I’m stretching but the ships “exhaust” would be unhappy space-time recovering from severe gravitational tidal forces in the opposite direction of the ships travel - like a car running over a bunch of glowsticks.