General Ships module POWER UP in order of priority & helm feedback.

User Case
Player has enough power to run 3 out of 4 system types.
With Hardpoints retracted, the player has access to peace-time modules of priority 4.
Once Hardpoints are deployed for combat, the superfluous peace-time systems are turned off, in favour of the combat orientated modules
  1. Chaff, Heatsinks
  2. Shield
  3. Weapons, Shield Cell banks
  4. Cargo-scoop, collector limpet, FSD, supercruise assist.
This is how prioritising Modules can be tactically useful when power demand is "tight".

In this Combat scenario, the player loses their shield which starts to recharge and they put all power into the systems.
To avoid the incoming fire, the player requires the function of chaff launcher which is currently unpowered from the energy demand of the re-charging shield,
despite the chaff having priority in the "hierarchy".

In my experience (and understanding from the forums)
Module priority is ONLY relevant with regards to when modules POWER DOWN. (current)
Module priority is NOT relevant with regards to when modules POWER UP. (preferred)

UI Module state feedback.
In a related note, Modules "powering up" status is only visible in the "internals" HUD panel.
I fly regularly with planetary hangers turned off until I land.
There is no feedback in the Helms crew/ship panel that the system is powering up, or if it is damaged, only that it is either turned on or turned off (which is cool in itself).
 
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