Hi @YogiKlatt-CIG, What is the direction for the flight model? Where is the flight model headed, and what are the model's end goals (the problems identified (currently in LIVE, and in developer testing), and the proposed solutions)? Chris Roberts' tagline for Star Citizen is "the best damn space sim," however, throughout Master Modes' development the flight model has strayed farther away from semi-realistic simulation (with some flight-centric features) and, instead, in the direction of arcade-style point-and-shoot (aim-centric) gameplay. Furthermore, the dynamics of flight itself have become muted through the artificial limitation of combined vectors, against the reality of linear algebra. These combined vectors are a functional reality of 3D vector space, and limiting the total acceleration of a given combined vector based on the largest acceleration vector utilized creates a stark imbalance in overall flight mechanics. With regards to PvP, these changes have amplified flight styles that favor defense, and further diminished the value of being the aggressor. Though players unfamiliar with 3D vector space may struggle to understand combinational acceleration at first, it is representative of the natural world and makes sense with a simple explanation. Within atmosphere, such mechanics would be limited due to air resistance, naturally creating a flight profile similar to the current experience of Master Modes, and (real) modern aircraft combat. Features that were a part of the previous flight model (i.e., combinational acceleration vectors, upper-45s being one's strongest turn rate vector, etc.) were natural, and closer represented the "best damn space sim" tagline touted by Chris Roberts. Let me make this clear: Master Modes itself is not a poor flight model, but it is difficult to see the end goals with what is currently available. If it were up to me, I would return combinational acceleration vectors with a lessened amount of side-strafe, back-strafe, and down-strafe to reduce the effectiveness of defensive flight styles, relegating them to "in the moment" alternatives for self-preservation when one is in dire straits. I would also return upper-45s as one's strongest turn rate vector given the nature of RCS thrust vectoring, as well as visibility (horizontal monitors), and mouse accessibility (horizontal mouse-pads). Many features of Master Modes (speed, engine boost affecting turn rate, etc.) are fine (likely in need of tuning, but these design choices are okay conceptually), however. If CIG's direction, however, leans towards ease-of-access arcade-style gameplay, that's also fine, but (personally) disappointing. I love engaging with talented pilots and seeing the sheer number of hours training players dedicated towards bettering themselves, not only as a player with outstanding aim, but one who is able to outmaneuver and obtain dominance over their opponent. This goes well beyond light fighters, as well. I would love watching an expert pilot maneuver an Idris or Polaris with confidence, maintaining their gunners' line-of-sight on their enemies. As fleet battles are on the horizon, it is my desire to see one thing: players going forward, into battle, not backwards, away from the battle, shooting into it. Of course, it's not up to me, so I return to the original question: what is the direction for the flight model? I look forward to reading your response!