No, there is much more too it than that. Changing the angle of the camera changes the genre. As I said, this doesn't appear to be an issue as Vlad seems to have said pure top down will always an option, so I can play it that way and others can play it how they want. This is not my game, it won't be made with my style. I am happy as long as I can lock into top down view and keep it there for combat. However. if this were my game being made with my style I would not provide the option of angling the camera. In fact, I would probably go with the compromise you mentioned in an early post and have the mothership in 3D isometric when exploriong but have the camera raise up into pure top down for combat. That gives the artists more freedom to create a better look for the flying around part of the game while retaining the necessary pure top down view needed for this genre to function in all its glory.
Changing the angle of the camera literally changes the genre of the game. It really does. Once you tilt that camera more than a few degrees in any direction you really have changed to a fundamentally different game of an entirely different genre. It is no longer a top down space combat game. You can stop making comparisons to Space Wars, Star Fleet Battles, Asteroids, Defender, Stargate, and Star Control. What you are doing has nothing to do with those games anymore, and the past success of those games is not relevant to the totally and completely different game you are now making. You are not among that line, you are not that type of game, the popularity of those games is no indicator that this completely different kind of game you are now making will share that popularity as your 3D Isometric view has no relation to a top down shooter, which is a totally and completely different game. This view, of course. was THE THING that made SC3 suck so badly that most SC1&2 players never even bought it to try it when it was new. One glance at the 3D Isometric view was all we needed to see to know that one our favorite games had been ruined.
Pattern Recognition Addiction is just one of the many aspects of the equation that makes what I just said true. The popularity of this genre is mostly attributed to patten recognition addiction, which in this case is caused by tracking multiple objects gliding along in a predictable pattern on the screen. When you fire a shot in this environment you are not leading the target, you are introducing a new object into the pattern that is intended to meet with the intended target at a further point in the pattern. You are not shooting, leading, and aiming in this genre. You might think you are, but you aren't. You are recognizing, tracking, and altering complex spacial patterns... something your brain loves to do. Changing the angle elminates all this and you are now doing a completely and fundamentally different thing.
This conversation, btw, is the EXACT reason that this genre died. I know, I was there. The insistence on "modernizing the view" while failing to understand that the view *IS* this genre is EXACTLY what killed this genre. This is not the game that the programmers and artists want to make, but it is the game they must make if they want to join that Space Wars/SFB/Asteroids/Star Control club. "Moderizing the view" doesn't modernize the view, it just alters the genre resulting in a completely different type of game that does not possess the critical qualities that made those previous top down space shooters so popular.
It's a much bigger issue the you might think a simple change of camera angle could create, but simply changing the angle of the view in this type of game literally changes the type of game that it is and you lose pretty much everything that made previous top down space combat games so popular. You are not leading the target in top down space combat, you are introducing a new object into the pattern.