There are some details concerning airship combat that stuck out as fairly odd and annoying when watching several streams. Aearial monsters always shoot at the current location of the player ship, not taking movement into account. This results in almost all streamers just doing their circles around the monsters over and over again, which IMO gets tiring fast. There isn't any other maneuvering other than circling around the monsters at all. IMO this definitely needs to change by letting the monsters utilize predicted fire mechanics for some attacks to force the players to change airship's movement direction more often. Another thing I found a bit odd is the absence of an afterburner/speed booster mechanic for the airships(maybe I missed something?). I think a short short speed boost(with a corresponding module etc) would tie into the point above very well and add some more dynamics to the airship gameplay, allowing to dodge some attacks more effectively and utilize a more varied flight trajectory. Both of the points above should ideally result in a more varied and more dynamic airship gameplay, especially where it comes to flight trajectory - instead of doing circles in a single plane one could go below or above the targets as well, change flight height during the battle more often etc. And if the engine allows it, maybe this is where the momentum mechanics could be introduced: when using the speed boost, you would go fast in one direction but turning and changing directions during the boost would result in some drift. IMO that could be a bit more immersive to play with.