I've been thinking about this a bit recently, as it's come up in a couple of other places.
Adding a new stat to ships comes with a cost. There are already quite a few stats to keep track off, and if anything, I'd like to reduce the number of stats, not increase them. This one in particular could either be a "new stat" if it made its way onto the ship stats tooltip, or a "hidden mechanic" if it didn't, but regardless, any new stat/mechanic had better pull its weight.
Looking at the benefits, it seems to me like most of this could be addressed in more direct ways.
- The gap between tribal-knowledge player-optimized builds (minimized capacity, maxed flux vents) and AI loadouts is smaller
Most AI builds go for this anyway, right? If not, there's either a reason (phase ship, needs a bit more capacity/non-combat ship, needs more defense) or it should probably be adjusted to max vents prior to capacitors.
- Less of an overwhelming advantage for having maxed tech/combat
My nerf bat hand is getting itchy just talking about this.
- Frigates and destroyers can survive much longer, and are more viable in mid/late-game combat (due to the above)
If that's desired, this seems like it could/should be accomplished by directly buffing the survivability of frigates and destroyers.
- Balancing is generally easier, since vent times are more predictable
I'm not sure I see that. On the one hand, you can throw whatever dissipation and capacity amounts you want on a hull and it won't result in extreme active-vent rates. On the other hand, you now have to keep in mind what the active-vent-dissipation rate is, as it's a new balance consideration. You can't just count on it being a multiple of the regular dissipation rate (and thus, pretty much ignore it). This seems more difficult, not easier.
- Capacitor builds are viable (previously, it wasn't smart to go beyond 1:1 parity with capacitors and vents)
- Capacitors seem more useful and impactful
This one, I think, is the big one. Correct me if I'm wrong, but it feels to me like the driving force behind this idea, and other similar suggestions, is the desire to see capacitors and vents be more equal choices in a wider range of situations when refitting a ship.
Question is, why?
It feels like this change would, in the pursuit of making the choices more competitive, make them more similar by making capacitors fiddle with the rate at which you get rid of flux.
Capacitors are already useful in certain situations. They're generally edge cases (or you've already maxed vents), but even so, it's not a balance issue - it's just a question of how often you get one vs the other. (Edit: in some sense, that
is a balance issue, but what I mean here is it's not something that's making the rest of the game unbalanced in any way.)
Let's take a step back and look at what the design role of having vents/capacitors in the game is. It's, quite simply, "so that there's somewhere to dump excess/unused OP, so that a ship design never ends up with an awkward amount of unused points." It ends up being more than that in the case of vents - and there's often enough OP to go around to max vents - so capacitors generally end up being the "leftover OP dumping ground". But, well, that's precisely what they're there for.
Finally, if we *really* wanted to bring them into more parity, I think a way to do that - without making the more similar - would be to bump up the base flux dissipation rates on ships, and the flux cost of weapons. Or to reduce the flux capacity of ships. That's probably more trouble than it's worth, though... but imo less trouble than adding a new stat.