Today EA Star Wars detailed the game’s four fighter classes and energy systems.

When Star Wars: Squadron goes live in October, hot-shot space jockeys will have eight starfighters at their fingertips of which four Imperial and four Rebel, each one belonging to not the same class. Today EA Star Wars shared more about what each class can do, how pilots can use their machines to the fullest, and how it’s going about recreating next-gen technology from a long time ago.

There are power management systems in the old X-wing and TIE Fighter games that enable players to adjust the amount of energy going to weapons, engines, and in some cases, shields, which impacts your fighter’s performance accordingly: You can be faster, strike harder, or survive under fire longer, as the situation demands. Squadrons will offer a similar system, with a bonus of “overcharging,” which will provide a significant bonus to damage output or shield strength almost up to double or an afterburner-like speed boost when the relevant system is maxed out.

Fighters that don’t have shields will instead be able to switch power between energy and weapons much more rapidly than other ships, giving them the ability to “overcharge” almost immediately rather than having to wait for things to charge up, which on paper makes them more adaptive.

Your hull will start taking a beating and your ship will begin to become visibly damaged and, eventually, demolished once shields are kicked off. Repairs are an option, however, by using astromech droids or other repair systems, docking at flagships, or by getting a helping hand from Support class fighters.

In case you missed Star Wars: Squadron’s trailer, here it is πŸ˜‰

This is what you’ll be flying:

  • T-65B X-wing starfighter
  • BTL-A4 Y-wing assault starfighter/bomber
  • RZ-1 A-wing interceptor
  • UT-60D U-wing starfighter/support craft
  • TIE/ln starfighter (β€œTIE Fighter”)
  • TIE/sa bomber (β€œTIE Bomber”)
  • TIE/in interceptor (β€œTIE Interceptor”)
  • TIE/rp reaper attack lander (β€œTIE Reaper”)

Fighters can be taken into any situation seeing their do-it-all like compatibility as they are reasonably tough, reasonably fast, reasonably nimble but not great at anything still good enough at everything. You don’t want to ride Interceptors although they move fast, hit hard but blow up easily. Bombers are slow sluggers, capable of coping with and sustaining tremendous levels of damage and incapable of avoiding any incoming problem that’s moving faster than a slow walk. And finally, the Support fighters aren’t really fighters at all, although they do have offensive weaponry, but can repair and resupply allied ships, use tractor beams to hamper enemies, and deploy mines and laser turrets basically, they’re the think tank of the Squadrons world.

(Image credits: EA)

EA said a couple of weeks ago that Squadrons will have customizable HUDs and control schemes, but developers are also taking pains to guarantee that each ship’s cockpit remains true to the original Star Wars aesthetic.

Star Wars: Squadrons will be out on 2nd October .