QuoteAlas, but that's not possible as adding keyboard only controls would require fundamental changes in the ways the game works.
It's not so much adding full keyboard controls, as in menus and the like, just keyboard combat essentially. It would require locking the cursor a set relative distance from the ship, and a button to scroll through nearby objects for activating/targeting. Then setting keys for the which button fires which turret.
That way turning and "auto-lock" would be a way of focusing how we fight enemies. Would feel a lot more smoother. Many games of this genre, Ring Runner, Ev Nova, Privateer, all have this ability.
The previous Dev above was clear though this isn't something that will be done, and as there are no API hooks that would even come close to allowing this it seems like this wil not be a control method for this game.
There are quite a number of gamers who are very picky about how they play a game, I have a friend who loves these type of games but the control alone has turned him off of it. I'm trying to reel him back in with modding the game to fit his play style.
QuoteHm, that's interesting. I imagine you are doing it with a negative impulse?
As for the beam, it first negates the impulse and move vector of the target ship, then sets it on a collision course for the user of the beam. It's tricky getting it to work as I intend as ship control via just a weapon script is difficult but eventually I'll work out all the math. Hope to get it so you can fling the enemy ship into asteroids or other ships. Turn them into a mace of sorts. Upgraded versions having more powerful negation effects, and more energy drain.