1)
Use the ship class and engine turn-rate as cool-off factors and/or factor the size of the half-loop be a function of the speed & turn-rate
2) Allow a button-mash (say, the "Z" key) for an Immelmann
-OR EVEN BETTER -
3) Allow a loop directional
Shift-W = Immelmann turn
Shift-S = Split-S / Reverse Immelmann
Shift-D = Chandelle Right
Shift-S = Chandelle Left
Each directional would have an "exposed" shield facing for the turn, if that is a programmatic concern.
Chandelle maneuver ->
http://upload.wikimedia.org/wikipedia/commons/9/96/Chandelle.gif
Immelmann ->
http://upload.wikimedia.org/wikipedia/commons/9/9a/Immelman.gif
Split-S/Rev.Immelmann ->
http://upload.wikimedia.org/wikipedia/commons/e/e6/Splits.gif
I'm adding this to the OP because the below poster summarized the concept succinctly ->
Over all though this might be the only way we ever get 3d-ish movement.
Like the roll when in ground combat.
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But... We're in Star Cruisers... Not fighters.
These are Captial ships, not fighters.....every seen a B-52 do a loop ti loop ???? There ya go

Not all of them are...and all of them should be capable of executing these maneuvers...the only difference being the size of the loop as a function of their speed and turn rate.
As I point out, and you (starwalker) unconsciously recognize via your own analogy...this *is* an air flight model we are operating within, yet the reality is that in actual space flight the "tall ships" paradigm is non-sense. In short we might be in "star cruisers" but our "star cruisers" are not cruising through space but are clearly following POWERED FLIGHT.
However, since the design choice has been some *******ized "tall ships" + powered flight model...we could at least have *some* concession to alleviate the nonsense cork-TRIBBLE and falling-leaf maneuvers currently required to perform what amounts to ACM.
Comments
But... We're in Star Cruisers... Not fighters.
Immelmann is a half looping, followed by rolling the craft by 180 degrees.
It's the fastest way for a vessel to turn by 180 degrees.
sounds like a good add... if they cant give us the pitch/roll dynamically... they sure in hellz could add it in statically.
As for the other turns Im not that familiar with.
Maybe having it so that under evasive action your ship can roll or pitch though a full 360 but you only see it on screen and its not something you can really stop once it starts it just happens if you push the right buttons. Like the roll when in ground combat. You double tap while evasive is on and you ship will both roll and pitch to rotate the ship. So double tap back and your ship will pitch up though a full 360 while also rolling to right itself but now youre presenting the opposite side of your ship to your enemy.
Oh it is a different now.
http://en.wikipedia.org/wiki/Immelmann_turn
Make a BO ability. Have it rely heavily on Turn rate, which will keep everyone but the Escorts (The small maneuverable ships) from pulling it off well.
These two sentences summarize the goal.
No.
I am using terminology which would communicate the action.
However, if you havn't noticed your "space ship" is already obeying a flight model that has more to do with powered air flight than any form of realistic space flight model.
Updated OP with links to gifs illustrating maneuvers.
Not all of them are...and all of them should be capable of executing these maneuvers...the only difference being the size of the loop as a function of their speed and turn rate.
As I point out, and you (starwalker) unconsciously recognize via your own analogy...this *is* an air flight model we are operating within, yet the reality is that in actual space flight the "tall ships" paradigm is non-sense. In short we might be in "star cruisers" but our "star cruisers" are not cruising through space but are clearly following POWERED FLIGHT.
However, since the design choice has been some *******ized "tall ships" + powered flight model...we could at least have *some* concession to alleviate the nonsense cork-TRIBBLE and falling-leaf maneuvers currently required to perform what amounts to ACM.
This is not a 6DoM (6 degree of movement ie. descent 3) game. The closer they move to that the less it will feel like Star Trek. But that is just my opinion... which doesn't mean TRIBBLE.
Approaching a planets rings and then navigating by corkscrewing up and down to go around the planet isn't very 'Star Trek'. The limitations on movement are because of the game engine not because they want to make Khan more comfortable playing the game. They really need to fix it.