David Colson · Gameplay ProgrammerThere's an interesting balance here, because the combat that we have is still pretty fast-paced compared to other space games, but previously accelerations were so fast that it was almost too difficult. For example, when you were trying to aim, it was almost impossible to get a target on someone, because they could just do this. It really struggled. By lowering the accelerations, we've made that a bit easier. Then the rotational velocities have also come down to try and get a better rotation-to-acceleration ratio that is a little bit higher. In certain larger fighters, you won't be able to track targets that are moving too close to you and too fast. And I think that was pretty much the goal, right? If you have rotational velocities that are super high and rotational accelerations that are super high, it feels like an FPS shooter, and that's not what we want. We want you to feel like there's some mass and you need to swing the nose around and stuff. It just makes the combat require a little bit more foresight and a little bit more planning and tactical thinking rather than twitch shooting.