Originally posted by Scuddie
Dare I say RTS? Dare I? Yes! RTS!
Bah, you could do that in 3D mode too. Invisible waypoints could be used for move commands and attack commands could be handled with the same code as the comm interface. The big difficulty would be in getting the interface designed, or if you decided to try and go with build commands and stuff.
The deal with the Y axis is that right now I'm using extremely hackish code...after the physics and such are calculated, I reset values to the ones for the previous frame. The AI do a bit better if you set the rotation time of their ship to 9999 along the X and Z axis, they run away.

It'd probably be easiest to write new AI code rather than modify the existing code to handle 2D movement, though.
Edit: Anyway, for a proper implementation it'd take a fair amount of work; the radar needs to be fixed, physics code modified, AI code rewritten, the way I do the 2D view should be redone, and make it all toggleable with a mission flag.
The topdown view could be made a separate view, I suppose, although it might be more frustrating than the first person one for anything but capships.
At the moment, you might be able to use judicious use of waypoints to do something like Tyrian, or make a model consisting entirely of walls to make something like Continuum. (Although then you'd need to have a multiplayer server for it...I have no clue if this will work with Fs2NetD, it just might.