Until recently the combat-oriented community hasn't been able to offer terribly valid feedback on the present flight model - that's changed with the ship-to-ship positional fixes in 3.17 PTU, as we are no longer guessing and now know that the FM needs important adjustments. Below are a number of suggestions, soliticted across many in the PvP / combat-oriented community - they may or may not all be desirable, they don't all perfectly align, and represent a diversity of opinion : Add fwd accel / greater ratio of fwd vs lats and verts : It's presently far too easy to kite and very, very difficult to push in. Tinkering with the accels' ratio of fwd vs lateral and vertical strafes may go a long way to helping make both forms of engagement more valid. More boost for light fighters : The boost pool in light fighters is WAY too small. It may not need a ton more, sometimes a little is a lot. Alternatively, boost as we know it could also be eliminated on thrusters and mavs in exchange for a much higher base forward acceleration, making boosting more of a disengagement / interception tool (see below). Higher base acceleration, lower boost multiplier : This one is a no-brainer and would go a long way to making sure, most especially, fighters could remain maneuverable in long engagements. Punishing negative g tolerances (eyes-out g) : Yogi Klatt has already mentioned multiple times that punishing negative g tolerances are on the table and coming soonTM - just want to reinforce the idea and state that it'd go a long way to helping combat geometry, as well as meeting one of the design goals intentions of "realistic human g tolerances". Equalize up / down strafe : Upstrafe being substantially more powerful than downstrafe in zero g is pure fantasy - there's no reason for them to be different, and it very much limits evasive maneuvers. Ramp-in for accels : Like the boost pool suggestion, a little could be a lot here - ramp in for acceleration inputs would also combat PIP wiggling. Revise / eliminate relative mode for mouse : Vjoy is definitely sub-standard versus a stick input, but relative mode is just god-tier OP for aiming. Perhaps there's a way to adjust Vjoy to be a better simulation of the stick experience? More differentiation between coupled vs decoupled combat : This suggestion is a much more complex topic, and perhaps deserves a post all of its own. Others have done so in the past, and a lot of their feedback is extremely useful and valid. SLOW DOWN COMBAT : We have strong hints that something is brewing regarding slowing down combat, but it should be made clear also that there's such a thing as too slow. The old purely "SCM" speed values on RSI.com are just simply sluggish to experience, especially in a group scenario. Of course top speed also ruins combat. Surely there is a happy middle ground to be achieved - for instance pairing SCM values with a boost speed that ramps up a bit for interceptions, disengagements, egressing, et al. The above suggestions are bullet-pointed and kept brief on purpose so as to engender comments and discussion on this thread from as many combat-oriented players as possible, and that is by no means an exhaustive list. I'd like to encourage any responders to bear in mind that this game is being made for everyone, so please do your best to put aside your niche personal approach to combat and not make suggestions purely catering to your particular style.