Skill should matter. Not just give you a "slight edge". Accessibility is important but it shouldn't cripple the depth of mechanics. Easy to learn - yes, by all means. But leave some depth for "Hard to master" part. Since a lot of guys here thinking I'm making some kind of elitist 1% argument here I've written my concerns more clearly here without any "control scheme" biass. I invite you to give it a read. How CIG being bad at tutorials leads us to a bad flight model. - General - Star Citizen - Spectrum v6.21.0 (robertsspaceindustries.com) With all recent and upcoming flight model changes it looks quite depressing for anyone but casual flyers. People spend hundreds, sometimes thousands of hours honing their 6DoF flight skills with dual sticks, TrackIR's and rudder pedals. But it seems you guys now picked Jonny McCasual who plays once a month with a KBM as lowest denominator and adjust everything flight-related to their needs. First was MM speed reduction. In current flight model closing distance to a "knife fight" range was a basic skill thing. Bad pilots can't help it but joust like crazy, fighting with their own velocity instead of the enemy. MM removes this element. We fight on granny speeds now with granny accelerations, and SCM somehow slows your ship down in a vacuum after boost stops. (Yay, physics!) Fine, the PvP community begrudgingly accepted this simplification and focused on the positives with deeper weapon versatility. Now you suddenly decided that extending landing gear should limit your speed to a crawl as well? That's not even a PvP thing. Why nerf something that wasn't broken? If I want to go blazing hot Vietnam assault landing style - give me the authority to do it and punish me with structural damage if I suck at it. In most cases we don't even have dense enough atmosphere to have VLE restrictions (Landing gear extended speed). If you see someone flying in a jerking pattern with abrupt stops you know the guy is just tapping on keyboard Space Engineers-style instead of doing the basic courtesy of learning decoupled and speed/acceleration limit sliders for a basic vector-holding landing. Now this guy's skill issue with general movement and graceful landings are suddenly my problem as well? As a side note - It really does look like CIG do not care about sim pilots at all. HOTAS keybinds setup menu is atrocious and about 10 years behind competition from MSFS and DCS. Currently it's even missing several important functions that available on KBM (salvage T-beam controls when?). Sticks, throttles and pedals still constantly messing their ID's since you guys still use discovery number instead of GUID of a device. I'm pretty much exclusively sending my PC to sleep instead of a shutdown to avoid device discovery shuffles. I'm still throwing my keybinds from L to R stick and back again on a weekly basis via obscure console command I needed to google for. Adding insult to injury curves and saturation settings doesn't follow, so I need to redo those every time as well. And of course it doesn't even save properly in a preset file. If I somehow lose my key binds for all 5 devices I use to fly, I might as well find something else to play since redoing control scheme is such a pain in the ass. P.S. Yes I'm salty about this changes. How could you tell? In all seriousness. Because I'm quite salty after latest PTU news it might seem I'm advocating for catering towards "PvP sweatlords". I'm not, I do understand we are minority. I am however against using worst skill issued pilot common denominator as a reference line. Make organic ingame tutorials for ship combat to teach people basics of 6DoF instead of making it so idiot-proof that anyone can be good at it. That's just not fun. Make rewarding flight model that gives you an edge in combat or extra gracefulness of your movements instead of dumbing it down to such a degree that it's impossible to fuck up a landing.