Quote:Energy recharge is rate is not linear, but similar to EVE style to allow things like energy neutralizers be effective (getting from 0% cap is slow with top rate at about 25%)
Engine kill will be added with addition that rotation wont be available (subject to be tested)
I'm gonna point something out here—Freelancer combat model is the best out of any space game there is and if you try to add or remove anything from how it works or give up on trying to replicate it fully then you most likely will find yourself with a subpar system.
Other spacesims tried to rework Freelancer's combat system to work differently for various reasons. They tried to be more realistic, more suitable for different controllers than mouse+keyboard, changed for the sake of change or just simply used a different approach. In every single case that I tried (Star Citizen, Elite Dangerous, Avorion, Astrokill, Ace Online, Star Conflict, Dreadnought, Black Prophecy, Eve) they ended up with a model that ended up being less fun, less interesting or less skill-based than the one in Freelancer. Star Conflict and Ace Online (back when it was called Air Rivals) I spent the most time in because their combat systems resembled Freelancer the most, but in either case they couldn't match the Freelancer's combat model.
Ultimately the decisions are up to you but still I think most people in this community at least would agree that Freelancer has the best combat model there is and can be. After all, why would you want to make the Freelancer's combat model "more like Eve"? If you want to appeal to people who play Eve, well, they already have Eve and no reason to try your game.