Originally posted by venom2506:
For the sliding thing, it's already in wing co you should know your classics. You hold a key, and when you turn, the ship won't change it's trajectory, so you can do strafing runs on a capship, flying along it, and destroying all the turrets this way, pretty useful 
for the semi newtonian physics, try Dark Light Conflict 
Never played DLC. Or even really heard of it...
As for Wing Commander(At least how it was in WC3), That system is too simple, and I have to admit, not a lot of fun. It's still not newtonian- you just temporarily uncouple the direction your nose is facing from the way you are flying, but you're stuck in the direction you were already going. Plus, the transition between the two modes is very rough. It was a good attempt, but the fact is it simply doesn't work the way I'm thinking. Haven't played IW2, but from what I hear, what I want would be most similar to it's assisted flight mode, but where you can adjust the level of assist that you get. Heck, if I had the source code for just about any space sim I could probably code the physics model I want.

I'm having a hard time explaining it, but I know exactly what I'm thinking.

And Cobalt, the campaign type that you are discussing with dynamically generated goals has been done before- the best example I can think of is Falcon 4. The good news is, you have an endless variety of missions and objectives and settings, and it's the closest thing you can get to being a pilot in a real war. The bad news is, it makes it pretty much impossible to tell a story. Also, building such a campaign engine is EXTREMELY difficult to do.
A hybrid WOULD be possible to do, sort of like IW2, where most missions are random, but there are certain key missions and events that occur that move the story along. I would like to see it.
