This is my initial thoughts on mouse control
There are two ways (generalizing) to implement it.
A. Ship move towards cursor, then stops)
B. Ship move in direction of cursor, the one FB have used.
I think option B is better for controlling a ship and option A better for controlling a turret or aim. If you use option A for controling a ship for lfight however you will run out of mousepad... I kind of like the idea to have incentives for people to have crew on a ship. Meaning it is good if for example aiming with on board turrets for a second player is easier and more precise than for the pilote since that would create incentive for multi-crew ships.
So i think the way it is implemented now is the correct direction
Switching between mouse and keyboard controls is wonky due to having to "set" center of mouse controls whenever you switch.
It would be better if it was a fixed location. One way to do this would be a fixed point in front of the pilot-seat, combined with variables on the pilot seat to offset that point up/down/left/right in rellation to the seat for players who don't have the seat facing forward for example.
There are two ways (generalizing) to implement it.
A. Ship move towards cursor, then stops)
B. Ship move in direction of cursor, the one FB have used.
I think option B is better for controlling a ship and option A better for controlling a turret or aim. If you use option A for controling a ship for lfight however you will run out of mousepad... I kind of like the idea to have incentives for people to have crew on a ship. Meaning it is good if for example aiming with on board turrets for a second player is easier and more precise than for the pilote since that would create incentive for multi-crew ships.
So i think the way it is implemented now is the correct direction
Switching between mouse and keyboard controls is wonky due to having to "set" center of mouse controls whenever you switch.
It would be better if it was a fixed location. One way to do this would be a fixed point in front of the pilot-seat, combined with variables on the pilot seat to offset that point up/down/left/right in rellation to the seat for players who don't have the seat facing forward for example.