Dear devs, Inspired by a thread that had some really good discussion about combat balance, I am curious if you would want to tell us a bit more about how you envision the end goal of the implementation of capacitor gameplay besides what was revealed in todays ISC? The reason for asking is that if we as players already know what your goal is, it would be possible to provide feedback in advance. Obviously, you will already have a master plan, but I'm sure the community would be able to provide you with input if certain aspects are good ideas or if something could be improved in advance, potentially saving development time. In the place of concrete info to provide feedback upon, please allow me to give my dream version of how capacitors should ideally work (Note: this is just my opinion, so don't down vote the question itself if you disagree): - The capacitor will discharge at an insane rate when going over e.g. 400 m/s and anytime a ship is flying backward (insert handwavium lore explanation). :smile: - Basically, any speed over 400 m/s should only be viable to run away in an almost straight line, with maneuvering thrusters gradually lacking more and more power to make directional changes (all power goes to main thrusters, and mavs will gradually "lose steam" so only small corrections will be possible) and shields will eventually start to discharge due to lack of power too, maybe to a certain limit (like 30-50% shield remaining). (This will not be too punishing for cruise travel and should apply to all ships, including large ships like a C2 or a Hammerhead. That would be a good balancing factor if e.g. a Carrack tries to run that the shields discharge so it's easier disabled). - As afterburners are no longer instantly overheating ( at least below e.g. 400 m/s) we will get rid of the drifty feeling like driving cars on ice because we will actually be able to make meaningful corrections to the flight path. - Getting rid of overheating and replacing it with capacitor seems to have the same effect as the limited boost fuel of IFCS 1.0, and bringing some management of resources into the fights. The reason I keep mentioning 400 m/s is that I think SCM speeds around 200 m/s are a tad too slow. Maybe soft penalties should start to kick in with prolonged speeds over SCM (like slightly faster capacitor discharge), but with the hardcore penalties described above kicking in around 400 m/s. If all the above was done, and additionally (not related to capacitors), a ramp-up (jerk) in directional accelerations was introduced, I think the flight model and combat would be in a pretty good spot!