I'm getting the sense that Devs and Content Creators are trying to desperately to wave off concerns around slowing combat speeds (or speed in general). We've already seen what a slow speed, close range, limited escape space game looks like. That game has already died, and at least for those I know who played it was dead when the flight model moved this direction in early beta phases. I would consider only minor changes for flight model. Much more of the issues with combat are the entirely missing concepts that players don't understand (so need better guidance in game) or lacking mechanics. Consider: 1) Reduced effectiveness of countermeasures. It is a bit of a joke that X ship will need Y flares to trick a missile. This game would do well to make improvement on this to make 'jamming the wez' more critical. For those that don't understand this. It is the concept of needing to keep a dogfight within minimal distance to prevent lock or missile arm range. If you extend, then you are missile food since they will be close enough for CM to be minimally effective and not far enough to take defensive action to deplete the energy state of the missile either. 2) Better Missile design. There should be better consideration of missile types. Right now everything is simply lock fire forget. No variation of design like in the real world, fox 1 2 or 3. No consideration is made to make energy state of the missile important either. See how real missiles are countered Turning cold, forcing large corrections, these kinds of actions add to the agency of the players in combat. 3) Accept that everything devolves into a turn rate fight, just in space both parties get to have nose on.