So hey gunship. What I've got right now in terms of "what needs to be fixed" goes like this: The camera. As far as I can tell, a large part of the clusterfucky lag generator of the Gunship is the fact that we attach a camera to it while it flies in circles. This is one of the reasons why it makes rigs choke on their own FPS- any first person shooter/third person shooter on SCII generate a hefty amount of lag, and the constant unnatural camera movement is a big contributor. That said, the remedy is to make the camera fixed in its position. My suggestion is to zoom it out and put it a perpendicular angle to the ground (100% top down), rather than the standard SCII skew. The guns. Another major issue is how "spam clicky" they've been, so I've aimed to make them less so. The loss of control. Potentially the biggest sticking point about the Gunship that irritates people: the loss of control on one of the most fragile characters in NOTD and being forced to entrust the positioning and protection of said character to a teammate. The fix for this is to make the Gunship a separate unit (bound to control group 0) that, even if de-selected to re-position the FO, can be reselected via control group or by just clicking on it (see: the camera repositioning to a more zoomed out POV so the player can see the gunship and the FO). The name. As far as I'm aware, it's still called "Princess". So here's what I'm looking to have happen: Reposition the camera to a higher vantage and, for the duration of the ability, give the Forward Observer "air vision" in a radius of 18. Remove the loss of control and instead make the gunship selectable. The orbit of the gunship will be centered on the Forward Observer. Replace the click-based controls with three active abilities on the Gunship. These are: 25 MM Vulcan, which will designate an area with a green road flare and saturate it with heavy machine gun fire. It will essentially function the same way as a vanilla SCII Psi Storm. Deals 20 (+20 to light) damage every 0.5 seconds. Hotkey of Q, AOE template of 2.5 to 3, and "non-sticky" casting. Each "cast" has a 10 second duration and a 10 second cooldown. 140 MM Mortar, which will fire a very large, very angry explosive at a target. Deals a whole bunch of damage, has a couple seconds worth of cooldown, and a radius of 4 or so. Deals 500 damage per shot, with 50% friendly fire damage. Hotkey of E. "Flashpoint" High-powered laser cannon, which is a Void Ray styled laser which deals VERY high damage to a single target (no splash whatsoever). Considering that the Gunship does not (or should not) automatically acquire targets with its autoattack (I don't intend this to be ability based, to make things easier to code), it will require the player to direct it while also managing the other two weapons. It can be used to supplement the Vulcan in taking down targets while the Mortar secures another approach, or it can be used on a boss and the "ability guns" used to handle mobs. That's what I've got to make the Gunship more agreeable on FPS and on player usage. Let me know what you folks think.