Disclaimer: I have not thought about this thoroughly, so bear with me...
Imagine a capital ship (for argument's sake, a destroyer). Big, heavy, slow. Assuming the dev-plan is for 3rd person control to be a big part of capital ships, then we are looking at the exterior of the destroyer through an orbital camera view.
How I envision this kind of look-to-fly control in this scenario is as follows:
- Mouse is bound to look as default by orbiting the ship, keeping the destroyer in the centre of the screen (probably offset slightly so we can see past the ship).
- The crosshair is centred and this is what the turrets (try to) follow.
- To keep in line with the already stated idea of 1st Person look-to-fly, the destroyer could automatically attempt to turn so it is facing in the same direction the crosshair is pointing.
- This could be decoupled (perhaps a toggle, or holding a key) so the player can keep the destroyer flying on the same heading, while rotating the turrets to fire at a target.
- If re-coupled during looking and firing, the destroyer would once again begin turning to match heading with the cursor, allowing the player to change direction without losing track of their target.
I do see issues with the ship physically being in the way visually using this, unless the orbital view allows targeting and turrets track automatically as in the ICP.
An alternative solution could be a temporary aiming mode with a much closer orbital camera that faces outwards from the ship, and rotates around the ship as the player moves the mouse to look around.