Top down space shooter: Game play questions
I'm working on a 2D shooter where the player controls his space ship from a top-down perspective. The player can rotate the ship and use thrusters to accelerate. The view is always centered on the player's ship, so all motion is relative.
Two questions about what would be best from a user experience perspective:
1. Should the ship's main gun always fire forward, (as in Asteroids), or should the player be able to control a turret with his mouse (as in Etherwar)? The former is a simpler and easier control scheme, the latter offers more freedom of play (the player can both evade and attack at the same time).
2. How should momentum be handled? Option 1 is that the player stops as soon as the forward key is released. Option 2 is that the player slows down and eventually stops when the forward key is released. Option 3 is that the player does not slow unless the reverse key is pressed (i.e., "real world" physics).
Additional points that may be relevant: The player's ship will represent a large ship more like Galactica than an X-Wing. The player will acquire various power-ups that will require additional attention/controls (shields, missiles, warp escape, etc).
Finally, in the domain of top-down space shooters, what games do you think are "best in class" that I should look at for inspiration?