How can I have good acceleration mechanics for a 2d spaceship? (C#)

I’m trying to recreate a ship that moves at 0g, but the AddForce argument doesn’t follow the ship orientation. How can I get the “booster” effect where I can accelerate and decelerate with the vertical controls and the thrust is always behind the ship?

Here is the code I used:
using UnityEngine;
using System.Collections;

public class ControlloNave : MonoBehaviour {

    public float RotV;
    public float TravelV;

	// Use this for initialization
	void Start () {
        Debug.Log("The movement script is loaded");
	}
	
	// Update is called once per frame
	void Update () {

	}

    void FixedUpdate()
    {

        float moveHorizontal = Input.GetAxis("Horizontal");
        float moveVertical = Input.GetAxis("Vertical");
        GetComponent<Rigidbody2D>().transform.Rotate(0, 0, moveHorizontal*RotV);
        GetComponent<Rigidbody2D>().AddForce(moveVertical* transform.right * TravelV,ForceMode2D.Force);

    }
}

If possible, I also aim to forbid the user from getting negative acceleration values (I don’t want the ship to go backward).

Thanks for the help!

GetComponent < Rigidbody2D >().AddRelativeForce(…);

That should do it, instead of using AddForce. Probably should keep a reference to that rigidbody2d instead of using GetComponent every time:

...
public float TravelV;
private Rigidbody2D thisRigidbody;
 
     // Use this for initialization
     void Start () {
         Debug.Log("The movement script is loaded");
         thisRigidbody = GetComponent < Rigidbody2D > ();
     }

...