Ship Systems: Powering up/down

Currently we have "Silent Running" option which turns of shields and closes heating vents.

What would be helpful, at least to me and presumably others, is if we were able to shut down an entire power group.
eg; alt+1 to 5 - toggle power group on or off.

This would make power groups a lot more useful.

Thanks.
 
2.2 - It's needed even more!
Please can you implement turning on and off whole power-groups with key bindings.

With the new kill-on-sight wanted passenger missions this becomes even more important for heat management.

Thank you.
 
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Maybe add an option like module priorities to asign modules to be turned off automatically when SR is active.
 
Maybe add an option like module priorities to asign modules to be turned off automatically when SR is active.

I agree with this, but also believe that silent running and cold running should be both independently available.

Agreed, there should be options for operating configurations.

I know a lot of explorers turn off a series of systems when they are out to reduce their operating temperatures. Being able to do that from a bind would be very beneficial.
 
Currently we have "Silent Running" option which turns of shields and closes heating vents.

What would be helpful, at least to me and presumably others, is if we were able to shut down an entire power group.
eg; alt+1 to 5 - toggle power group on or off.

This would make power groups a lot more useful.

Thanks.

+1 vote
 
This is such a good idea I figured it was already implemented in the game and I just hadn't needed to use it yet :x
 
I would absolutely love this to be a feature. It would streamline power use SO much, especially for people using keyboard and mouse. Can't really fly and look around at the same time, making it a real challenge to manage modules while in combat.
 
I approve of this idea. Even if we only had two "power groups" (similar to "fire groups") it would be useful to switch, for example, between "mining mode" and "normal mode".

Running a low power mining setup, I find that I struggle with power priorities. While in a belt, I want my mining laser, cargo hatch and drones to be active when deploying hard points. But if I want fight a pirate over my Painite, I want the mining stuff to power down when I deploy weapons. It seems impossible to solve this using normal priorities, so power groups would solve the problem nicely.

Instead of having one page in the ship UI with power priorities, I'd suggest having two (or more?) pages. Each with their own set of priorities and disabled state. So if you want a mining setup you can have new priorities where cargo and drones are high prio. If you want a fighting setup you can have one where the mining gear and cargo hatch is low prio. If you want a cold running setup, you just disable X modules in one of the setups and switch to that. Then a keybinding to switch between power group A and B.
 
Or maybe a mechanic that allows selected modules to shut down when weapon hard-points are deployed . . . waitaminit.
I see what you did there. :p

This is about "Silent Running" an staying as cold as possible though. The Hardpoints will NOT be deployed.
 
I see what you did there. :p

This is about "Silent Running" an staying as cold as possible though. The Hardpoints will NOT be deployed.

I see what you are going for and it seems like a good idea, short-cut keys for power-groups. Silent-running does bring down some systems (shields) and "the manual" says to shut down all non-essential systems before entering silent-running. I think a big part of ED is pushing CMDRs toward information overload some of the time, making a CMDR remember to perform a whole slew of actions that in the 34th century would probably be performed easily and automatically by the ship AI.
 
Currently we have "Silent Running" option which turns of shields and closes heating vents.

What would be helpful, at least to me and presumably others, is if we were able to shut down an entire power group.
eg; alt+1 to 5 - toggle power group on or off.

This would make power groups a lot more useful.

Thanks.

Multi-crew gameplay. More "depth" to existing system instead of shiny new shallow system like multi-crew. +1
 
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