Certainly flying around a planet and its moons should be very natural and intuitive. I think folks are getting a little carried away with trying to pack gameplay into the movement system because the only gameplay at present is flying around.
Kate’s stream underscored the fact that to hang onto players, movement has to be simple and intuitive. It should be quick and easy to get from point A to point B. She should never have had to go through all that just to visit a moon. WASD means something to players and they should be able to follow their natural instincts with that key setup.
There may be modes and switches and techniques for getting somewhere in more tactically-clever ways, but they should be add-ons to the basic system, not a fundamental part of it.
Given the current environment for Battlescape, it sounds like the automatic warp is the way to go.
That said, my greatest concern is the invulnerability conferred by warp. I’d suggest going back to the initial warp idea on the old forums. Ships on other teams inhibit your warp drive just like planets and moons. They’re on a different “frequency”, so they block you fleeing on warp until you either destroy them or move away from them.
In no way, shape or form, do I think that players should be able to just enter warp and leave a fight. It might sound like a great idea for new players to get the hang of things, but it’s functionality that veterans will exploit to the limit. Just set the disruption range to something well beyond effective weapon range and it’s good. Any long range weapons would have to be beefy enough to have their own warp disruption effect. Just having the weapon near you would interfere with your ability to use your warp drive.
If that isn’t done, and I’m vulnerable at 999m/s and invulnerable at 1000m/s, then I’m going to naturally want to engage targets at 999m/s. Then starts the wars to ensure that players can’t do that - despite the obvious incentive to do so. I think it would be the same as trying to sort out teleporting; it’s a gameplay discontinuity that is only going to cause lots of problems.
Anyway, keep interdiction in mind as you play with these ideas. Enemy ships naturally disrupting warp produces interdiction no matter where you go on warp. It also leaves open the door for running fights, where interdiction no longer reduces your warp speed, but matches speeds, per the warp prototype.