Turret gunning currently is a point'n'click adventure game, that you can't win (in PvP), it's like chasing the dragon. 90% of the time when engaging other Players it ends in doing a lazy corkscrew to avoid fire, it doesn't even have to be fighter ships exclusively. I can do that in a Redeemer fighting a Hammerhead, just roll and pitch up, now the Hammerhead can't hit you anymore outside of 800m, imagine how easy it is in smaller more maneuverable ships. I thought of a few things. Targeting information shouldn't be drawn from speed and direction exclusively, it should also include: Pitch/Yaw/Rollrate at the moment of calculation and display them to gunners in Degrees per second Acceleration at the time of calculation in G's Make the massive fixed assist for turrets optional, the default should be true fixed, now here is a picture of an idea for a new targeting mode for gunning without assists, I took the funnel of current fighter craft, and adapted it to the conditions of 6 DoF in SC, it became a circle in my draft, but doesnt necessarily have to be one in the final version. In any case, nor with the current system or with a future version of Lead calculations will we ever achieve a 100% hit probability, so give us the tools to approach a higher hit probability at HIGHER Ranges, increase the weaponspread so we can create killzones with multiple gunners when using repeaters. Give cannons the option to use proximity-fuse HE or Variable timefuses so we can create killzones/flakfields a la Battlestar Galactica I had a discussion with someone about consumables for gunners, how about something like in Mech Warrior Online, a Coolshot that drops your heat. Ballistics could also have coolshots, but due to their higher DPS and shield pen they can jam if they do overheat.