Delayed response, but I thoughts I'd give my few cents, it's an interesting aspect.
I'd have to agree with SW, i'd also prefer to see it with some feedback on the motion.
The reason some people don't like inertia is because control is taken away from the player momentarily for the sake of physics realism (which can add extra challenge), a balance can be struck between the two though.
It's definately a matter of personal pref' I guess.
Early games like 'Galactic Plague' had no inertia and it makes them feel very old-skool, which isn't always a bad thing !
Sometimes simplicity works best, too many games often fall foul of being too physically real these days.
Games like 'Exile' (which I personally couldn't get enough of at the time) on the Amiga gave control a whole
new meaning to gameplay physics, the whole game was centered around weight and gravity simulation which gave
it some fascinating (unique at the time) gameplay features:
Ref:
http://uk.youtube.com/watch?v=r2Kpz5dVmLgPersonally, I'd add inertia with damping, so the ship halts relatively quick, but not instantly. As shocky pointed out, it feels
a little wooden. Either this, or you could add a method to smooth the user control itself, ignoring world physics.
Space scenes usually benefit from some kind of inertia.
Keep improving on it, it has potential
