So, you point in a direction, the computer reduces your velocity in all other directions, and accelerates you in that direction?
As long as it's a toggle. High-speed strafing and similar maneuvers are easier with the present uncorrected system.
Also, if you want this, you could just hold the slow-down button (Whatever it is)
Doesn't work quite the same. You also only have 6 keys to apply thrust in any direction at max using 3 to create a combined vector. That however doesn't seem to always work. This would 100% of the time.
Having it where you can switch between modes makes it vastly better for combat. Try doing combat with the current controls in a close environment such as an arena or asteroid field that is dense. With the control system I am talking about you can easily skirt around objects and take far better advantage of the capabilities of the ship you are in.
Tell you how you can test how good your current control system is build a simple course in a 10K sector. make the track 25*25 width and height. Build yourself some fair size turns 200 blocks but keep it the 25 width. See how well you do making that turn at 100 or 50 ...
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I think Shine has a great idea how to make the UI and Game-Engine, but has no plan how an AI looks like. I think what they do is failing until they succeed.
The human mind is a pattern matching machine (maybe it's more, but is it definitively).
The AI should counteract what the player is trying to do.
The AI should have an idea of what will happen (first target, damage expectations) and adjust their strategy to a few expectations.
If the AI can do less, I wouldn't call it AI, AB (Artificial Behaviour).
An AI can only go by what the AI can perceive in game. It associates that with states. Which is in fact what most game AIs are state machines.
Depending on the state it determines the action of the AI.
For example the AI's health could be below 50% and then it may retreat. Or it could just be the shields are below 50% and it backs off till they come back up. You could set the AI to attack retreating enemies. Retreating might be determined by the players attempt to get ground between it and the AI or distance in short. Countless states can be added and then they can be prioritized. Then they can be given different behavior patterns also. Such as one AI might heal first before attacking if he is really low in health another AI could be set to go berserk and just attack being close to death.
No AI however can actually tell what a players intent is. At least not.