4. Someone like me originally designed the interface and was asked to include a bunch of priority groups. To make sure I had enough for any contingency I included five(5). Five seems like more than enough. Its just an integer, so maybe I would make it 1-9.
When I do control programs and UI, I always include more slots than requested. A database needs to hold enough for the selection of 8 items... I make it 20. An array needs to be big enough for 28 options, I make the array size 50. If a bit of extra memory doesn't matter then who cares. If the extra slots don't ever get used... fine. That's okay. As said, in this particular case it is just an integer value.
My Ship Priorities:
1 - Essentials I never want shut down
2 - Pretty important stuff that I would prefer not shut down Generally, items I couldn't fit in priority 1.
3 - Most other modules
4 - Depends on ship build
5 - Modules that get intentionally shut down when I deploy hardpoints. To meet the power requirements of hardpoints.
From this it looks like I could get away with a maximum of 4 priority groups. But...
- On a few of my builds both groups 4 AND 5 shutdown when I deploy hardpoints, unless I turn off a heavy power module in group 4 that I don't often use. Say for example my ship has a Kill Warrant Scanner and a Wake Scanner. As long as one is turned off group 4 stays on. If both were left on group 4 turns off. I certainly don't want these in group 5. This is very situational based on the build.
- There are other examples where 5 was handy, can't think of them immediately. I will need to look them up. I'm sure other cmdrs have practical examples too.
Why are there 5 pages of discussion on this?