Once again, we're dragged into auto-aim, aim-assist, auto-gimbals, interactive mode, auto-aim turrets, etc, debates. So once again, I have to ask... Why do we need gimbals in the game? If long-range modern style combat is the preference, then missiles and point defense turrets should be the go-to format. If short-range classic dogfighting style combat is the preference, then fixed guns should be the go-to format. All these problems stem from gimbals, and needing to bridge the gap between controls. Would we need auto-aim for fixed weapons? No, because dogfighting would be freely designed around fixed weapons. Would we need auto-aim turrets? No, because they'd either be unmanned PDTs designed around long-range gameplay, or manned turrets designed around short-range gameplay, where turret gunners could easily aim at and hit targets. Interactive mode would just be a simple virtual joystick, and there would be no need for crazy solutions to manual gimbal controls....if gimbals simply didn't exist. Why have gimbals? You want your large ship to aim at small fighters? Not likely anyway, because they move too fast to keep your ship forward facing. That's what turrets are for. You want to fly one direction and aim a different one? Why? Those mechanics promote mid-range combat where you can't see the direction of the enemy ship anyway, so nobody's fooling anyone else. You want a new player assist? Let them fly starter ships fighting starter ships. Surely hitting an Aurora should be far easier for a new player. Because they are already in? Well now we'll have auto-everything, but still an expectation for close-range combat, and people to sit in turrets despite not actually having anything to DO in turrets. All these assists and automations get lost in some middle ground where we still need a user, but don't give the user much to do. It's asking someone to stand outside and watch the sprinkler system.