Please can we have some over lap between fire modes, fire groups and power groups.
I currently have a mining cutter with
Travelling> Fuel Scoop, Guardian Booster
Mining> two mining lasers, collectors, prospectors, refinery, cargo hatch
Shooting Pirates> burst lasers, beam lasers
I don't have enough power to power it all - but I do have enough power to power the things I'm currently using.
When I'm travelling....
Mode> Exploration
Fire Group 1> 1: Discovery Scanner 2: Surface Scanner
Powered Modules> Fuel Scoop, Guardian Booster turned on, all the mining/combat things turned off.
When I'm Mining...
Mode> Exploration
Fire Group 1> 1: prospectors 2: Collectors
Fire Group 2> 1: Mining Lasers 2: Collectors
Powered Modules> mining lasers, collectors, prospectors, refinery, cargo hatch, all the travel/combat things turned off.
When I'm shooting priates...
Mode> Combat
Fire Group 1> 1: Gimballed 2: Turrets
Powered Modules> all the guns, all the travel/mining things turned off.
Problem> Swapping and changing all the priorities and power statuses for the above modules is a f'ing nightmare. And when you have a pirate attack, you just want to flip to combat mode and start shooting. The last thing you want to do is faffing around trying to make sure you have enough power to the guns.
Proposed Solution 1> Allow each module to have a priority groups per fire group
Proposed Solution 2> Modules have fixed priority groups as current, with the ability to turn all the modules on and of for the whole power group in one go.
In both solutions each fire group either needs to be linked to either exploration mode or combat mode and change mode accordingly.
Essential considerations>
1. Power Group one should be reserved for essentials like Thrusters and FSD so that powerplant inactivity doesn't self destruct the ship.
2. Power Group two should be reserved for other modules, Thrusters, FSD, Shields, Boosters, Chaff, etc needs to be kept on all the time regardless of the things above.
I currently have a mining cutter with
Travelling> Fuel Scoop, Guardian Booster
Mining> two mining lasers, collectors, prospectors, refinery, cargo hatch
Shooting Pirates> burst lasers, beam lasers
I don't have enough power to power it all - but I do have enough power to power the things I'm currently using.
When I'm travelling....
Mode> Exploration
Fire Group 1> 1: Discovery Scanner 2: Surface Scanner
Powered Modules> Fuel Scoop, Guardian Booster turned on, all the mining/combat things turned off.
When I'm Mining...
Mode> Exploration
Fire Group 1> 1: prospectors 2: Collectors
Fire Group 2> 1: Mining Lasers 2: Collectors
Powered Modules> mining lasers, collectors, prospectors, refinery, cargo hatch, all the travel/combat things turned off.
When I'm shooting priates...
Mode> Combat
Fire Group 1> 1: Gimballed 2: Turrets
Powered Modules> all the guns, all the travel/mining things turned off.
Problem> Swapping and changing all the priorities and power statuses for the above modules is a f'ing nightmare. And when you have a pirate attack, you just want to flip to combat mode and start shooting. The last thing you want to do is faffing around trying to make sure you have enough power to the guns.
Proposed Solution 1> Allow each module to have a priority groups per fire group
Proposed Solution 2> Modules have fixed priority groups as current, with the ability to turn all the modules on and of for the whole power group in one go.
In both solutions each fire group either needs to be linked to either exploration mode or combat mode and change mode accordingly.
Essential considerations>
1. Power Group one should be reserved for essentials like Thrusters and FSD so that powerplant inactivity doesn't self destruct the ship.
2. Power Group two should be reserved for other modules, Thrusters, FSD, Shields, Boosters, Chaff, etc needs to be kept on all the time regardless of the things above.
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