I think that's the biggest thing I missed from the Star Wars space sims - the 3D map. My thoughts on the implementation:
- Game pauses
- POV zooms out (smooth transition!) to a FRED-like view distance
- ambient lighting is increased so even completely shadowed parts of ships are easily visible
- a spatial grid is drawn on the "floor" plane
- vertical lines are drawn from the each ship directly downwards to the floor plane, perhaps with a little tail indicating ship heading
- fighters are rendered in LOD1 wireframe or briefing icons or whatever, with damage bars above (like strategy games have)
- capships are rendered as-is, LOD-dependant
- flight controls now control the camera position (TIE Fighter had it perfectly), with pitch and yaw rotating the camera around a fixed point on the floor grid, the POV hat (or arrow/number keys) pan around the floor grid (i.e. they move that fixed point), and primary and secondary fire (or throttle?) zooms in and out.
- further along implementation, there would be on-screen controls to view message history, events, etc, and mouse-over (clicking?) on any ship recorded in those screens would draw a line to the ship in the 3d map.
- click on a ship to target it, click again to bring up a detailed view window (akin to clicking on an icon in a briefing map), with details damage stats, cargo, subsystem selection, etc.
Basically make the 3d map a major enhancement of the sensors. If you're feeling especially rambunctious, bonus points for a Battlezone-like implementation of issuing commands.

What say you Lords of SCP? Feasable?
