Ability to power on / off all modules within a ship's priority.

Hey guys. I'd noticed as I was flying today that there's no way to really turn on / power off any modules within a priority. Just the ability to assign them.

What I'm suggesting is effectively, say you've got the priorities for your modules set up in the panel on the right. For me, personally, I've got all my mining equipment in priority 3, as it's the least important when my ship is damaged or when I'm using more power than my reactor makes. It would be nice to power down priority 3 manually, whilst keeping 1 and 2 up. Or in any other way, assign some modules to priority 4, then turn only priority 4 off, without having to manually go through every module separately within that priority and power them down.

Looking forward to your thoughts and options :)
 
Im not against it but why?
For ease, pretty much. If you've got modules that altogether use more power than your ship's reactor produces (which is easy to go over if you do a little bit of everything). You can assign modules to a certain priority. And toggle entire priority brackets, rather than individual modules. Just easier that way, less complicated of having to shut down and power up each and every individual module every time.
 
yeah, im still not seeing why, thats the entire point of the priority system. Priority groups are shut off automatically until your back under the power limit. when would you benefit from manually shutting off a priority group?
 
yeah, im still not seeing why, thats the entire point of the priority system. Priority groups are shut off automatically until your back under the power limit. when would you benefit from manually shutting off a priority group?
I'm positive I'm not alone in this but I'd like to manually tell my ship what to do and when and categorize what's on and what's off. Right now, the only way to do that is by manually shutting down individual modules, rather than an entire priority group. If the point of the priority group is to shut off an entire section of moduiles if you surpass your ship's power output, then why not add a button to manually shut it off, so you don't go past max power to begin with? It's just a quality of life thing for people like me who prefer manually controlling aspects of the ship like power consumption / distribution so I know what's going on where.
 
what im asking you is in what situation is it there a benefit to doing it manually? currently there is no penalty if you exceed power other than priority groups shutting down. So im not sure why going and manually telling the group to shut down so that it doesn't automatically shut down is helpful.
 
what im asking you is in what situation is it there a benefit to doing it manually? currently there is no penalty if you exceed power other than priority groups shutting down. So im not sure why going and manually telling the group to shut down so that it doesn't automatically shut down is helpful.
I just wrote you 2 replies a paragraph each explaining why I suggested it and what the benefit is to me. I'm not sure what else you're expecting me to write here. Again, as stated prior, it's a quality of life thing. A suggestion from me of something I felt missing from the game throughout my time playing.
 
You haven't told me when it would be useful other than "so i can turn it off before it turns itself off" but you haven't explained why doing that would at all be helpful. I don't see how adding the option of increased tedium for no reason falls under QOL. Unless there is a situation where you need to turn a group off that is not covered by the auto shut off.
 
I can see a use case for this, but it's a bit of a marginal gain. If I'm off sightseeing out of the bubble I generally turn off shields, cargo bay doors, AFMU, the mining laser, SRV bay, any shield boosters I might have, that sort of thing- it reduces fuel consumption on a long supercruise. Not by much, but it did have an effect.

A switch like this could make it a little less clicky when getting ready to land, after leaving a planet or coming back to what passes for civilisation.
 
Initially, I was confused by this request, and Lugh has a point, actually.
After a few additional thoughts, however, I think that the OP has just worded the request incorrectly and has not been clear enough.
Correct me if I'm wrong, but the request is not necessarily about priority groups (which makes little sense) but rather managing different subsets of modules, in order to make it all work. An example would be an armed miner with a smaller PP: there is not enough power to support weapons and mining equipment at the same time, but with subset management (not priority!) one could switch off the mining lasers and activate the weapons instead.
In this case, the request makes sense, mentioning priority groups is misleading. 🤷‍♂️

Seen in this way, I think it's a good suggestion.
 
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Initially, I was confused by this request, and Lugh has a point, actually.
After a few additional thoughts, however, I think that the OP has just worded the request incorrectly and has not been clear enough.
Correct me if I'm wrong, but the request is not necessarily about priority groups (which makes little sense) but rather managing different subsets of modules, in order to make it all work. An example would be an armed miner with a smaller PP: there is not enough power to support weapons and mining equipment at the same time, but with subset management (not priority!) one could switch off the mining lasers and activate the weapons instead.
In this case, the request makes sense, mentioning priority groups is misleading. 🤷‍♂️

Seen in this way, I think it's a good suggestion.
maybe, in the very few situations i have needed to do something like this it almost always just involved changing the priority of one module to toggle this. Maybe once it involved turning one mod on or off manually. It was never a lot of clicks and I don't even think it was ever more clicks than this change would add
 
You can power off modules already
I've mistakenly turned off fsd before now while in supercruise

Not good idea
 
Initially, I was confused by this request, and Lugh has a point, actually.
After a few additional thoughts, however, I think that the OP has just worded the request incorrectly and has not been clear enough.
Correct me if I'm wrong, but the request is not necessarily about priority groups (which makes little sense) but rather managing different subsets of modules, in order to make it all work. An example would be an armed miner with a smaller PP: there is not enough power to support weapons and mining equipment at the same time, but with subset management (not priority!) one could switch off the mining lasers and activate the weapons instead.
In this case, the request makes sense, mentioning priority groups is misleading. 🤷‍♂️

Seen in this way, I think it's a good suggestion.
This is sort of what I meant. Just without adding an additional "subnetting" system but rather allowing us to do this by toggling the priority groupings. It's effectively the same thing yielding the same result without the need for adding additional groupings and stuff for this.
 
I can see a use case for this, but it's a bit of a marginal gain. If I'm off sightseeing out of the bubble I generally turn off shields, cargo bay doors, AFMU, the mining laser, SRV bay, any shield boosters I might have, that sort of thing- it reduces fuel consumption on a long supercruise. Not by much, but it did have an effect.

A switch like this could make it a little less clicky when getting ready to land, after leaving a planet or coming back to what passes for civilisation.
I think I mentioned before that I wasn't going for a major game changing thing. And if it's something that the devs don't see having an impact good enough to add it then fair enough. It's just something I felt was missing from my personal experience playing the game and running into this myself... I'd rather have one button to toggle a group of modules, than click 6 - 8 times to toggle my stuff off/on... A quality of life function to make life a little simpler.
 
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