Ok, floaty space physics.
sync on
sync rate 60
hide mouse
sync
make object box 1,100,100,100
make matrix 1,10000,10000,50,50
position camera 0,100,0
thruststep#=0.07
turnstep#=10
friction#=0.95
x#=0
y#=0
do
if upkey()=1 then thrust#=thrust#+thruststep#
if downkey()=1 then thrust#=thrust#-thruststep#
if rightkey()=1 then an#=wrapvalue(an#+turnstep#)
if leftkey()=1 then an#=wrapvalue(an#-turnstep#)
thrust#=thrust#*0.9
xvel#=xvel#+(sin(an#)*thrust#)
zvel#=zvel#+(cos(an#)*thrust#)
xvel#=xvel#*friction#
zvel#=zvel#*friction#
x#=x#+xvel#
z#=z#+zvel#
position object 1,x#,50,z#
yrotate object 1,an#
point camera x#,50,z#
sync
loop
If it's in space, you can remove the friction value completely, setting it to 1, but the ship will never slow down (on it's own). Since you have x and z velocities, you can fire missiles relative to the ship by adding the x and z velocities of the ship to the velocities of the missile. Plus you can do recoil by accelerating the ship in the opposite direction to the missile.
There are probably other ways to do this, but that's how I've done it.