aldo i'll surely do a couple of fighters, i already have the (cool i think) ideas, but swmod has the precedence (its a bit that i'm not working at it, for some reason or another), so i think that it will take at least a couple of months to do what i'm thinking about, and as my mates knows i do just limited pof editing
except for this lemme share some more ideas:
from starwars games and 3d shooters we can learn something important: often the "success" depends on the way weapons (and units) are balanced... i make an example from starwars.. there are some variables that determine the capacities of fighters:
shield/no shield, live points, top speed, maneuvrability, turning range (the "size" of the circle done while turning), rate of fire, firepower, size of the ship
the point is that the sw fighters are extremely characterized in each of these variables, and the combination of those variables change the way you have to pilot (i can spend hours explaining the specifics of each fighters and the meaning of the variables for your flying style)
in quake3 you have weapons like railguns or rocket launchers and so long, in tribes your armor determine your role, as so in counterstrike does your weapon (assault, sniper..)
nice models are surely important but balancing the game stats will be even more important
another point: we won't have "maps" like in a 3d shooter, nebulas backgrounds and asteroids will be useful, but we can also make melees with battleground delimited by capital ships firing at any fighters reaching the edges, space stations and maybe again capital ships firing at fighters in the middle of the battleground, and so long, and those elements may be set (and maybe designed/modelled) specifically to create strategic situations to deal with and will change from deatmach melees to team melees
I was thinking (about the "internal" melees) for example at a space station with a big "cave" area (the "internal"), this area is inside cave cilinders that rotates, if you put holes on these cilinders it will be like doors opening and closing, some will remain open very long, some others very short, depending on rotation speed and lenght of the holes, now put that base between the respawn areas of two teams and here is a nice team melee:), we could also put mines or turrets or capital ships on the edges of the base to make the path very difficult if you want to bypass the inside area
we could for example set this situation like a mission instead of a melee: in the team respawn area there is a ship to destroy or to dock with or whatever, and the two areas are separated by this station, you may also try sneak attacks following the external path, the one with mines/turrets/capships....
there are really a lot of very nice multiplayer situations that can be done...why don't we ask a new forum where to share those ideas?
last consideration: to increase game playability we should make as many lods as possible
oh and very nice models btw;)