Let's talk about capacitors and how capacitors have changed. On the roadmap, we saw that they were rebranded as Power Management V2. So where is that system at now? What can people expect when this shows up on PTU?
TL;DRCapacitors are merged into the power triangle, which now directly controls their assignment to boost, energy weapons and shields; players can ignore it, but those who manage it actively gain an advantage.
So fundamentally, the base system is still there. Capacitors are a thing. We haven't got rid of them. They are there. But in the review process, we sort of looked at it all and went, capacitors are really just the new bit that's been added. What you're actually doing now is you're managing your power and your energy. Anyone that's familiar with real-world plane dogfighting or sim dogfighting, you know it's all about energy conservation and using that to your advantage. So what we've done is, rather than capacitors be this separate entity, we've merged them into the power triangle. So the power triangle in previous patches never quite worked how we wanted it to work or how players thought it worked. So to give a very simple, quick answer for that: all the items on your ship wanted X amount of power. So the power plant would go fill them all up as much as it could first, based on a completely separate priority list to what's on the power triangle. And then the power triangle would dictate what's left over. So if your items had all the power they needed, moving the power triangle around did nothing for them anyway. It was sort of just false advertising. You pushed all to the thrusters, but if your thrusters had enough power anyway, it made no difference. That is completely gone now. So the power triangle in 3.14 directly controls the capacitor assignments. So you are dictating where this capacitor is expending the energy available to it. If you put it in the middle, if you want to play the game without capacitors at all, you can. You don't have to manage it. You can just leave it alone, fly as you did in 3.13. You'll still be able to partake in combat and do things. But if you come across someone who's actively managing it, you're going to be at a disadvantage. So it's there for giving players extra depth. And I can't remember what we showed in the ISC a while back about it, but it is the three states. So you have your boost, previously known as afterburner. So rather than gating your boost by heat, it's now gated by the capacitor. Heat is something we want to be a long-term consequence, not the limiting short-term consequence, because if it's a short-term consequence, there is no long-term consequence for it, because you're having to get rid of that heat quick enough to allow you to get back into the gameplay. Heat is a long-term consequence now. The capacitors are the short-term consequence. That controls how much boost you have and how quickly it can regenerate. On the weapon side, energy weapons now have essentially a regenerating magazine, so you can't just hold down your fire button and let them fire forever. They will fire, they'll deplete their magazine capacity, pause for a second, then regenerate, and the capacitor itself controls the speed of that regeneration. You can also turn on and off your energy weapons to increase the pool available to your energy weapons. So a good example would be, say, the Super Hornet, which has a lot of guns on it by default. At the moment, that will split the capacity between all those weapons. So if you turn a few off, the ones that are left will have more and also recharge quicker. So you've got some trade-offs to make there. And then the last one is shields. And shields sort of behave how they did previously, because they had that behavior built in where they would go down, pause, recharge, go back. But what we've done in addition to that, aside from all the rebalancing of the numbers, is all the fighters have bubble shields, which is something we used to have pre-Alpha 3.0. So rather than having four faces on your shield system, it is one all-encompassing shield face. So no matter what direction you are being hit from, it's all getting hit on one face, essentially. And then larger ships have the four faces, so you can manage your directionality, which you don't have to do in smaller ships. So yeah, it's still there. It's slightly rebranded because we wanted to take the emphasis away from this new thing that's being added and put it onto you managing the whole system of power rather than just this one little thing. There's a huge amount there. There's a huge amount to play with. You don't have to play with it if you don't want to. If you find that side too complex, 'I just want to get in my ship and fly', that's fine. But for those combat players and PVP players, I think they're going to really enjoy it, because there's lots of nuance there between: do I stick it in the middle? Put it into the thrusters to recharge my boost quicker, and then take it back out to put into weapons to do a big alpha strike, and then take it back and put into shields. There's a lot of fun things there.