@YogiKlatt-CIG I just watched the latest ISC regarding the capacitor gameplay. This looks very interesting and promising. Thank you again for the great work! BUT .. it made me think about the numbers of buttons I already have to memorize and map on my input device .. will there be again a new set of buttons for the capacitor gameplay? I got a Virpil Hotas .. which actually offers tons of buttons (compared to lower/mid-priced HOTAS, Single-Joysticks or Gamepads) ... but I´m already out of buttons. Maybe CIG should try to set a "max button number" target for themself which have/can be used during a fight? It should not be the case that a person with a "smaller" input device ("cheaper/smaller" Joysticks, Gamepads, Hotas only got a very limited number of buttons and taking your hands off from the stick or joypad would bring a huge disadvantage) Let´s see what I think are "must-have" buttons to control your ship ... targeting friends (2-3 buttons), neutrals (2-3 buttons) and enemys/attackers (again 2-3 buttons), missiles (2-3 buttons if you count missile selection buttons), weapons (2-3 buttons), shields (4-5 buttons), countermeasures (3 buttons), power triangle (3-4 buttons), target-sub-system-selection (2-3 buttons), quantum drive (1 button), landing gear (1 button), boost (1 button), spacebrake (1 button) , strafe XYZ (3 directions), speed limiter (1 Button), speed limiter adjust (2 buttons or a slider), coupled/decoupled (1 button), gimbal-mode (1 button) ... I think I forget a couple of "important" things you need to have a rather quick access during everyday flight or fight. Now we need some more buttons to manage the capacitors!? I think we would end up with ~40-60 buttons!? I think that might be a bit toooooo much!? :wink: @Zyinnia summarized it maybe even better: <quote> I'm going to take this a step further (hopefully the devs will see this and understand where it is coming from). Mouse and keyboard players have about 24 easy access buttons on the keyboard and 3 plus a scroll wheel on the standard mouse. 24 buttons would be the ones you can touch-type with one hand (left). The Logitech 3D Extreme Pro is about the cheapest mainstream joystick available and has 12 buttons, 1 hat, the stick, and a small throttle. To use all 16 buttons (includes the hat) and the throttle at the same time requires both hands. Very few people that play this game will have a single stick but it can reasonably be considered the bare minimum as a reference stick. A standard XBox or Playstation type game pad (the 3rd controller option that SC supports) has 10 buttons, a d-pad (4 buttons reliably, sometimes 5, rarely , and 2 sticks (each with a push-down). This is a total of 16 buttons. Like the 3D Extreme, to use all the buttons requires both hands. In my opinion the logical goal of essential controls for ship flight in combat should therefore be: 16 buttons including the hat-switch and trigger. 3 analog axis (X, Y, Z) This doesn't preclude more controls. This is for flight combat and on-foot fps combat. Less time-sensitive activities (like mining) could involve taking your hands off the primary controller. NOTE: I did not use a HOTAS or HOSAS in the above because those involve 2 controller devices and we are looking at the bare minimum. If considering at HOTAS/HOSAS as the minimum acceptable controller, look at the Thrustmaster T.Flight HOTAS X as it is about the least expensive starting option you can find from a mainstream manufacturer. It has 12 buttons, 1 hat-switch, 3-axis on the stick, 2 axis on the throttle. </quote>