Changes to netcode in 3.0 related to ship status and movement updates have caused massive problems for SC combat -- namely, massive desync that turns any dogfight into a frustrating mess. The main resolution needs to involve fixing the netcode batching causing the desync, but short of that, fixes to IFCS and ESP can keep SC combat somewhat alive. ESP's Purpose, Functionality, and Fixes Joysticks are not ideal devices for fast and precise aiming. And because ships move fast and unpredictably in SC, tracking and hitting a target using a stick is difficult. So making joysticks useful is a two-part process: making sticks better at aiming and reducing jerky ship movement. 1) ESP's goal is to help aiming without impeding ship control. It is important for ESP to dampen input and not to pull/push. Basically, ESP lowers controller sensitivity when the PIP is within a radius of a target's hit box, allowing sticks to easily track a moving target. It should not pull the PIP onto the target, since this disrupts the feel of control the player has over their ship + the aim itself. When ESP starts to have variable pushing and pulling, this creates the sensation of the PIPs dancing all over the target. 2) It seems clear that ships' linear accelerations are a bit too high for the netcode and hit prediction. Lower translational acceleration will slow combat down and hopefully allow for more accurate ship location prediction and reduce desync. 3) Players really need to be able to adjust ESP's effects: radius and magnitude. ESP is an important feature and should be treated as a first class citizen in the controller options. Players should be able to adjust how strong the sensitivity reduction is and how far from the target the effect kicks in. Other IFCS fixes and notes: - Some players are now suggesting that boost should only function for the main engine/retros and not the thrusters. Balance-wise, if boosting makes you turn and accelerate faster, it makes boost a hard requirement in a dogfight. But reducing strafing accelerations and turning also makes ship movement more predictable and landing shots easier. - Rotational accelerations should tend towards the higher side (especially the jerk values). If flying an aircraft, pitch and roll especially feel snappy and crisp, which is what people are used to. Without that, flight can feel muddled. - COMSTAB should limit turn rate, not reduce speed to accommodate turn rate. A slow ship is a dead ship. (obviously some speed reduction is needed to accommodate the speed cap). - I am ok with retros being artificially strong (basically needed for maneuvering with the speed cap that we have), but if they are stronger than mains, it will create an incentive to go backwards all the time. - AC is 4 years old. Here is a list of problems that have been around for its entire existence: https://old.reddit.com/r/starcitizen/comments/8r3lfx/arena_commander_is_4_years_old/