The role of the Ganer is absolutely not interesting and not logical.
Turrets and so automatic and are induced better than many pilots, the role of the ganer becomes illogical, the ganer should be the manager of the ship's equipment and not rotate the camera.
I propose to rework the role of the ganer, it is necessary to make a menu (UI) of turret management in which it will be possible to produce different management.
1. Transmission of power to different turrets or a group of turrets to increase DPS instead of additional pip.
2. Add the ability to set the ganer to prioritize for firing on enemy modules, to make the ganer set in the menu to shoot first in the generator of the shield then on the engines, etc.
3. Add the ability to the different types of turrets under his control to navigate on different ships within its sensors or on different enemy modules.
We fly in an age of advanced technology, where only equipment management is needed, and you have attached a model of warfare to the second world of war.
You also need to add the role of a mechanic who will also have a control menu in which he can manage the ship's shield, repair the modules and the hull, and also ship security systems.
In general, if you do not reconsider the role of the crew in the direction of the ship's management, this will be the biggest failure by which many players see it.
Turrets and so automatic and are induced better than many pilots, the role of the ganer becomes illogical, the ganer should be the manager of the ship's equipment and not rotate the camera.
I propose to rework the role of the ganer, it is necessary to make a menu (UI) of turret management in which it will be possible to produce different management.
1. Transmission of power to different turrets or a group of turrets to increase DPS instead of additional pip.
2. Add the ability to set the ganer to prioritize for firing on enemy modules, to make the ganer set in the menu to shoot first in the generator of the shield then on the engines, etc.
3. Add the ability to the different types of turrets under his control to navigate on different ships within its sensors or on different enemy modules.
We fly in an age of advanced technology, where only equipment management is needed, and you have attached a model of warfare to the second world of war.
You also need to add the role of a mechanic who will also have a control menu in which he can manage the ship's shield, repair the modules and the hull, and also ship security systems.
In general, if you do not reconsider the role of the crew in the direction of the ship's management, this will be the biggest failure by which many players see it.