Dug up my old space combat concept: 1st person: You have less FOV, but you can see everything about your ship (fuel gauge, detailed damage reports, etc)3rd person: you have much more FOV, but you only see combat related HUD Movement controlsW = Accelerate, double tapping this will toggle engines into overdrive (not boost), this will rapidly generate heat and use up fuel rather quickly1-0 = Set throttle, instead of holding the W key to accelerate, 1 - 0 will set the speed to go to, 1 is only 10% of top-speed, while 0 is 100% and will bring you to your top-speed.+ = increase throttle= = decrease throttleS = Decelerate, double tap will stop the ship as quickly as possible, putting up air-brakes (if theres an atmosphere) and firing deceleration engines (if any)A + D = spin ship, double tap will quickly spin the ship in the corrisponding direction to dodge (generates heat)ctrl = landspace = boost (generates heat), takes off. Takes time to recharge but doesn't use much fuel.Q = Lock spin, this will make it so that you can only manually spin your ship around, no autospin of any sort (no correction to an "imaginary horizontal plane" aka X and Y axis)P = toggle auto-pilot Weaponry and combat controlsV = tactical view (shows wireframes, speed calculations, etc of other ships)E = fire modes, for example the xwing can fire each laser individually rapidly, all at once, 2 at a time, etc.Mouse1 = Primary WeaponMouse2 = Secondary WeaponMouse3 = switch Mouse2's weapon that it controls (if applicable) Astromech ControlsR = Tells your astromech to begin repairs (exposes the droid and makes it very vulnerable) MenusH = Hyperspace menu, choose a known location and make a jump once charged.O = open auto-pilot menu, contains commands for specific tasks the auto-pilot can do such as boarding a space stationN = AstroMech menu, this will give you all the commands you can give your mech. Squadron ControlsInsert = Accept last given command if it still persistsEnd = Command/formation menuHome = follow commander Other ControlsM = change size of radar, it will cover up the majority of the screen. Weapons: Blaster Cannons are your standard weaponry, they're balanced against all types of armor (other than magnetically sealed armor) They're you're go to weapon if you don't know what you're going to be up against. Not only can they take on vehicles or other ships, but smaller, rapid fire versions can be used as point defense to take out incoming missles. Ion Cannons are anti-shield and electronic systems weapons, they'll short out astro-mechs and temporarally disable most enemy controls and systems. The drawback of these weapons is that they are slow to fire and take up a lot of your ships spare energy meaning you won't be able to fire any weapon for some time. Missiles are extremely powerful weaponry especially against hull, They can easily blow off astro-mechs and cause some systems to be destroyed (such as a targetting computer). The drawback of these is that they're slow and can be out-maneuvered or shot down by point defense, the upside is that most missiles automatically lock onto enemies. Specialised weapons are a bit different, they're much more rare, more expensive, and are usually fitted to a certain task and aern't very flexible. An example of a specialized weapon is buzz droids, these droids will hook onto enemy ships and start slicing away until they run out of power, these can cause severe damage to ship systems and minor damage to a ship of any reasonable size, but won't hook unless enemy shields are low or non-existant. Expendables are devices that detach from the ship and activate on their own, these include but are not necissarily limited to: Cameras (which can be viewed with something like an F# key), Flares or chaff (anti-missle), Mines, radar, radar jammers, and sentry droids (basically the same thing as sentry turrets, just in space). ExamplesBlaster Cannons:- Heavy Blaster Cannons For taking out other ships- Light Blaster Cannons For taking out infantry and vehicles on-planet- Point Defense For taking out incoming misslesIon Cannons:Disables enemy shields, shuts down their hud, and reduces firing speed temporarily Missiles:Extremely Powerful, but is slow and can be out-maneuvered or shot down Specialised:- Prototype ARC cannon- Sonic Cannons- Buzz Droids Ship parts: Astro Mech slots may come with a fighter, and a AstroMech Bay can be installed in most (if not all) freighters. AstroMechs come with their own advanced interface for enhanced navigation, damage reports, and quicker hyperspace calculations. They can also repair some damage to fighters and freighters, however when they're repairing they can be destroyed. Hull plating is your main defense, this is what holds the ship together, if this is severely damaged or destroyed, you can kiss your sweet ass goodbye. This will slow down or speed up acceleration depending on how much hull plating you have. The more hull you have the more Base HP your ship has. Engines are how you move around normal space, a bigger engine means you'll have more top speed but slightly less acceleration. With a smaller engine you'll have less top speed but slightly more acceleration. Hyperdrives are for FTL travel, these aern't for piloting in normal space and are only for moving from place to place on a galactic scale. Turbolasers can be modified to be installed onto freighters, these will automatically shoot enemies, but if your targetting system is knocked out (?) you'll have to manually shoot these, hope you brought some friends or have a piloting droid or you'll be a sitting duck. Piloting droids are basically improved auto-pilots, instead of being restricted to flying to certain locations, they can fly freely and will avoid asteroids and other obstacles to make your ship hard to hit, they might not be able to fly as good as you can, but they'll keep enemies busy while you manually operate the turbolasers. Cloaking devices are extremely rare, expensive, and even more expensive to maintain. These require specialised crystals which are used up rather quickly when you cloak, they don't recharge so hope you brought quite a few on hand if you're gonna be sneaking through an imperial convoy. Every ship that has weapons comes with a basic targetting system, this will allow you to see where your guns are aiming, if you upgrade this you can get minor aim assist and on some higher end systems a tracking system that shows you where to fire to hit an enemy (leading shots) Shield Generators will create shields that will absorb most (if not all) forms of damage by taking damage itself, the shields will recharge over time after taking damage, however the more damage the shield takes it will degrade and not be able to hold as much charge, this can be repaired. Once depleted it will take some time for the shields to start to charge again. Ion weapons are extremely effective against shields. - Astro-mechs Enhanced Navigation Enhanced Damage Reports Enhances Hyperspace calculation Can repair some damage to the ship in-flight Can be destroyed- Hull Plating affects acceleration speed affects ship HP- Engines affects top speed/acceleration- Hyperspace For FTL travel- Automatically firing Blaster Cannons (for freighters, i.e. Mill. Falcon) Aka turbolasers- Cloaking device (uses up rare & expensive cloaking crystals rather quickly) Parties: When in a party, there is a commander (aka the party leader) the commander can issue commands using the end key, Fellow pilots cann accept these commands using the insert key (thereby activating auto-pilot) to autmatically bring them to their goal (such as landing at a station or intercepting an enemy craft) Auto-pilot can be disengaged automatically by pressing O, pressing insert will autmatically engage the last given command if it still exists. The command menu has a check box next to each party member's name, theres also an "all" checkbox to select all party members, to the right of that is a dropdown selection to choose the base command, under that it will give specifics (such as what target to intercept). Parties can also press the home key to automatically follow their leader, the commander can also set up a formation so that any ship following them will choose a slot in formation and lock into place. When a formation is initiated, the commander can switch out where everyone's position is, he for example can be in the back or that freighter should be in front while the fighters go behind it, etc. If a ship tries to join a formation the doesn't have an open slot, he'll simply follow the commander instead.