No, but what if I want to add super fast fighters or bases, because it makes sense in my setting? If the game engine put a soft limit on it, because at some level it's falling apart, then it's just poor design. X-Com design standards are higher than that.
Hmm. As long as player takes care to not abandon his craft, the craft won't crash. As long as the player is informed that his action will result in a loss of a craft (see the last paragraph), I don't think there is anything more to do here.
I can't think of a setup (craft, base speeds, fuel tank sizes, number of craft, their missions) which will result in a crash unless the player willfully ignores warnings.
I feel that the assumption that there is always such a course change for a base to recover all launched craft can be proven to be strictly true, as a math theorem.
Of course, the fuel reserve will have to be recalculated every game tick.
Now, if we start to tie fuel consumption and/or max speed to battle damage, then, of course, dry crashes are possible, even with stationary bases.
I think I'm somehow not getting what you mean with 'soft limit' and 'falling apart'.
But yeah, making the plane crash is good enough for me... as long as it's communicated to the player clearly.
There's already a 'low on fuel' popup. There can be another if the base moves out of range, mentioning the base in question. If it runs out of fuel after that, it crashes, another popup.
The whole situation is only possible if player changed the base's course in such a way that it
increased its speed away from the craft, while a craft is
returning in 'low on fuel' condition. At this point it's either reverse the course change or lose the craft.