i think the top-down view gives you the biggest picture you can have, and also simplifies the math involved in making selections, ect. i am planning 1 or 2 auxiliary displays though, an idea i had is to have cinematic cameras follow the ships around, from like a cockpit view or following the group out from behind it abit or from a random turret, ect, to get a battlefield level view, theese would be rendered to a texture and placed in the command overlay. this sorta fills the role of the character animation you had in stacraft. but the action is real time.
i may include a free look command, that lets you, temporarily, tilt the inclination of the camera, but its sort of a low priority. in general keeping the play area flat makes the units easier to find/manage/control. the huge scale differences would make it too easy to loose small ships when zoomed out to the juggernaut scale.
anyway as for controls, the border represents the control zone. its like my moysejoy function but with a really big deadzone. with no buttons pressed, you can translate the camera by movint into the coresponding region, an the closer to the edge you go, the faster the scroll. right mouse toggles zoom and rotate functions for the same regions. im gonna go ahead and make it possible to do these functions with the standard flight controls, through either the joystick or the keyboard, so that yaw and pitch act as translate, bank acts as rotate and the throttle is your zoom.
the player ship will be just a dummy model which is invisible and non-solid. it will sit up behind the camera somewhere, and will be stealth and invisible to the other ships for the most part. this allows me to use its targeting commands, and hijack its flight controls as a means to accsess the joystick to control other things. dummy weapons may be used, the presence of which in mission can initiate other functions. we dont have full keyboard access but we can differ a few functions.