It's very simple to implement it. But just remember to also implement a hold-toggle button that will switch the control mode, because bigger and slower ships can actually utilize the mobile turrets vs static movement better.
The major problem with the current layout is that it's very difficult to do strafing and turning, because we're not used to doing it with the same hand. 20 years of first-person-shooters has wired gamer reflexes to use one hand for forward-backward + starfe movement, while the other does the turning, so trying to get familiar with completely different type method of movement does not come easily. It probably also has something to do with how many things you're doing at the same time. So now your left hand is doing 2-3 things (strafe, turn, reverse/accelerate), while right hand is doing basically just one thing (shoot). Or I don't really know, just throwing thoughts here without any basis ^.^
The major problem with the current layout is that it's very difficult to do strafing and turning, because we're not used to doing it with the same hand. 20 years of first-person-shooters has wired gamer reflexes to use one hand for forward-backward + starfe movement, while the other does the turning, so trying to get familiar with completely different type method of movement does not come easily. It probably also has something to do with how many things you're doing at the same time. So now your left hand is doing 2-3 things (strafe, turn, reverse/accelerate), while right hand is doing basically just one thing (shoot). Or I don't really know, just throwing thoughts here without any basis ^.^
) by removing any notion of physics and making it completely arcadey whatsoever. It's ridicilous. Sure, you float if there's no thrust, but every time you thrust in a different direction, it's instant acceleration. It's stupid, no matter what kind of lore-justification you have for it (yeah, sure inertial dampening makes sure crew don't turn to goo). Also automatic dampening is stupid. You have a break key (space), so what's the point? Why not give the player perfect control? If your reasoning for any of this is because AI is simpler to do without taking into account the bit more complex physics, then you're doing it for the wrong reasons.