=Acceleration Scheme(details)=-
In this acceleration scheme all ships would need to have their max speeds raised( twenty percent) and deceleration lowered( thirty percent).
The maneuvering/ turning would need to be lowered on all classes respectfully ( roughly twentyfive percent).
Also, this requires a cruiser speed option (as described in original post suggestions) which allows you to enter a cruise mode and climb to a faster speed (by a third) and limits maneuverability as well as weapons.
The throttle level arm moves with your throttle position stick controller and always rests center of scaling meter position when you let go of throttle.
So, when you throttle up, the level arm bar will move up range as you move then following is your speed rising till you let go. When you throttle down the level arm bar ranges down the scale, as your speed falls down til. The props are all already there and would all act the same accept the arm acceleration arm bar.
<this may need a separate option in menu for HOTUS use.. I dont own one to know if they auto retract to center position when you let go>
++ it works like todays stick shift cars with a rev meter bar hand, this would be why your engines never shut off and are always glowing++
This allows acceleration easing.
< The engine acceleration dictates the turning when throttling, as deceleration holds speed accountable since it takes longer to brake than accelerating and maneuvering is less without accelerating which is in parrel according to class defaults and payloads.>
Add a modified auxiliary engine booster option, a cooling time for boost charge use.
So, you are still under balance of your default braking and maneuvering class scheme turn system, which never changes unless you learn throttling and projection steering maneuvering.
So, the slower you are going the faster you can turn when throttling, until you are at max speed and you can no longer accelerate.
<This is alot like the" overcharge booster" steering we use today in game but a alot less effective>
As for overcharged engines, its would be an acceleration charge, which only lets you faster reach the max speed, but no faster speed than your engine class achieves.
This acceleration allows for more maneuvering with faster turning when throttling up and slowing down, though with your engine in max speed you wouldnt get any turn maneuvering advantages and your maneuvers would be shorter.
So, if this acceleration scheme would go into play with boosting as an auxiliary boost charge option, only auxiliary booster lets you momentarily exceed your max speed with burst acceleration that requires a cool down that possibly can be affected by your class. It also still allows you to do everything it does now in this present game we have today, like drift sliding turning and all.
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Boosting - If it does go to auxiliary option, one way to do it is have a number of boosts before cooldowns or just have short cool downs per boost( drifting included ).
( one press of the auxiliary button to ignite and again for quick a cancellation stop before it reaches full extent of charge < which would cause a squealing roar sound from the expelling exhausting>)
Look Button configuring - with the boosting button open now with the auxiliary boost charge option, it can now be used for freelook button( hold button down- release to auto recenter view) and/ or target lookahead view( Double Tap Button) to engage and disengage ( Double Tap again) < which looks ahead of where you are steering (which is compatible to enter with deadstick zone looking option)