Use the same interface as "walkable" bases for ship's corridors/bays, switching between cockpit and internal space. This would allow to implement:
- Smooth integration with baseinterface - engine needs only to know "airlock" room nodes, then it's just automated node-to-node linking.
- Ship finer controls not requiring real time cockpit interaction - like composing weapon groups or choosing of cargo for jettison.
- Shared functionality.
** Game interface, much like on base.
** Settings/binding/input calibration functionality. Sound volume can be moved here too.
** Navigation screen - on base and in ship. [feature-requests:39]
** Ship stats screen - on base and in ship.
** Docking to player's own ship will allow to regain control after ejection [feature-requests:35] without "SwitchControl" cheat. This will make escape pods actually meaningful ("I got a system boat on the next station and returned with a can of propellant..." rather than "Load Game").
See also: ["Personal Computer on Base "][feature-requests:37], ["Several items and tips"][feature-requests:33].