So we have a multiplayer fantasy Rpg with a good amount of siege type weapons. And we have land and sea combat, and the two can interact. Ships firing on land structures, land weapons firing on ships. The goal is to find control methods for the weapons that are balanced, so that when you have land vs sea fights one side doesn't have a decided advantage just due to how weapons are controlled. Plus, the controls have to fit the context well, and that's been the primary challenge. On ships, every player gets a ship and has an npc crew. Players don't fire guns directly. They (optionally) select targets and navigate the ship so the guns have field of view of targets. If in FOV and in range and not on cooldown, a gun calculates the velocity needed to hit and fires. On land it's different, players can control weapons directly. I have seen this handled in other similar games in one of two ways. One is the player gets a target reticle and can position it over the target, but only along the forward axis of the weapon. The other approach is you can rotate the weapon left and right, but the fire velocity is determined by how long you hold down the fire button. Both of those approaches are problematic in our game. With the first one, ships can simply position so they are not in direct LOS of a land weapon. With the second approach, it's a bit unbalanced compared to ships. Players don't have to reason about firing velocity on ships, but on land weapons they do. If we do a third approach like use a target reticle that can the player can move on any axis within constraints, that works. But it just seems a bit too modern for the genre. The land weapon approach of being able to control left/right rotation and have to hold down for velocity is one I like in other games that do it, although they don't have ships to design for. It adds a small element of skill that players seem to like more then just place a target reticle. One thing I guess I could do is separate land weapons into vs land and vs ship categories. That would give me some flexibility in the controls to fit the context better. Although I'm wondering if it would seem odd to players, they might wonder why is that a thing.