Even simpler version/summary (#3) : Give hover engines "downward pulling" force (toward a surface, not just away), allow them to be placed in any orientation, and change the Fixed hover mode to Float (like an SV but requiring a surface near the hover engines to fly). Optional: Allow the hover engines to push "sideways" relative to a surface so they can operate in orbital CVs/BAs, or even underwater. ------------------ Version #2: 1) Eliminate HV directional thrusters (making HVs cheaper) -- they can be replaced with... 2) Allow hover engine force to be applied in any direction, not just pushing "up" from a surface, but pushing/pulling in any direction. Optionally also make them work with/underwater with some reduction in power, instantly creating submersibles and solving the problem with mining meteorites that land in lakes. 3) Make hover engines have force proportional to their proximity to the surface they are pointing at. Optionally make the "pull" force slightly smaller than "push" can be, to make upside-down driving slightly weaker. 4) Allow hover engines to be placed in any orientation, so they can gain power from a surface above you if placed in what we currently consider the "upside down" orientation 5) Change shift-O to toggle between "float" and "hover" modes. Float mode makes the HV handle like an SV or the drone, but still unable to leave the ground since the hover engine can only work near a surface. Hover mode makes the HV handle as it currently does (maintaining a target distance from nearby surfaces with every hover engine)--with the added capability of following curved walls and even going upside down -> Crazy fun handling in tunnels. 6) With HVs now capable of being incredibly responsive even with high masses (hover engines are very powerful and efficient), add a new Heavy Armor Block small-block with 500 HP but 5-10x the mass (vs. only 2.5x the HP) of Hardened Blocks. 7) Optional: Remove the Hover Booster. If the hover engines are extremely powerful but only when very close to the surface, an HV could "jump" above its max constant-hover height and fall back down to it--no special logic or blocks required. The HV effects: 1) Cheaper and simpler to build, good for beginners and progression. Seat, generator, fuel, RCS, at least one hover engine. 2) Handle smoothly in all situations, with "set target orientation" (float mode) and "set target height" (hover mode) instead of the painful "fixed" toggle (especially the auto-enabled fixed-lock when drilling...grrr.) 3) Pilot in space--only next to surfaces--without arbitrary "thrusters disabled because reasons" logic. Mine asteroids with your HV by driving around on their surfaces in zero-g! Drive around in your CV's hangar! Transfer your HV to/from an SV if/when HV->SV docking works! 4) Tank builds can now make use of much more durable (and extremely heavy!) blocks, for a true "tanky" experience, giving even more reason to use them instead of SVs. 5) Creative combat thinking with more possibilities. Imagine a huge 3D maze POI designed to be taken on by entering with a hover tank and driving through its depths of vertical passages. Someone might bring an SV the first time, only to realize they really needed more armor... Aside: If SV/CV thrusters were "reactionless" versions of HV engines, things would be a lot more consistent, and more clearly a tech upgrade from HVs. It has always seemed that an SV with conventional thrusters should be simpler to build (lower tech level). But I don't expect this to be changed. Original post, version #1: Decided to make a real thread for this otherwise offtopic post seen here: https://empyriononline.com/threads/alpha-7-out-now.21962/page-9#post-179004 The orientation lock setting should toggle between auto-level and maintain-orientation-of-last-input so that you can simply stop aiming and it will stabilize at the position you stopped rotating even if it overshoots and has to rotate back on its own. (Edit: Think of this as the hover-equivalent of the auto-brake toggle in space, for resting hover angle instead of flight speed.) I also wish hover engines had force vectoring (pushing at angles to the ground, giving both hover and sideways motion) with strength based on distance to the nearest surface, and the ability to climb / pull toward upside-down surfaces. The result: HVs wouldn't use thrusters at all, thus making sense of being unable to fly in space! Imagine being able to dig in any orientation, even upside down, incredibly fluidly. The only drawback I can think of is being "stuck" to the ground, requiring a hover booster to cancel the "sticky" attraction of the added "pull" element--and then once in the air, having greatly reduced horizontal motion. It depends on how fast a hover engine loses power with distance from the surface (which also affects how "high" you could hover below something upside-down without falling off it ).