Suggested change to hardpoints!

I'd like to see an option, set in the ship's menus, to change way way hardpoints activate.
I'd like to see options;
1/ Things as they are. At the moment when you deploy hardpoints all hardpoints deploy, but only the ones in the current firegroup are actually usable (the others being powered-on, but disconnected from the firing circuit).
The advantage of this is that when you change firegroups all your weapons and scanners are instantly ready when you switch to them. However, it uses a lot of power.
2/ Only hardpoints in the current firegroup deploy. As the commander changes firegroups, so additional hardpoints are deployed to match the firegroup.
The advantage of this is that weapons that are not in the firegroup do not use any power. Disandvantage is that when changing fire groups the commander must wait for the equipment to become ready (that is, deploy, power on, and acquire a target where necessary).
Would be really helpful in energy-tight ships, leaving the commander to choose between disabling their FSD and having a quick change of weapons, or leaving the FSD warm to run away, but put up with slower changing of firegroups.
What do people think?
 
A few months ago I might have agreed with you. As you're probably aware you can do all you talk about manually via the Modules screen. Ahhhh the Vulture. Power Management 101. At first, I wanted the same thing you are talking about, but over time I've realized that would take away from the immersion of the game as well as a function for a multi-crew group. Makes my ship feel more real when I enter a system and evalute my plans. Am I Bounty Hunting, Undermining, Pirating, just visiting...and then I have to go turn modules on/off depending on what I plan. I have to be aware the KWS eats a lot of juice so if I'm bounty hunting the FSD will go down when I deploy weapons. No quick escapes. Undermining, I can pick and choose my targets, shouldn't need the shield booster for that. These kinds of decisions draw me in. Make me feel like I'm talking to Mr Scott, "...Divert power to engines, you need 2 minutes but we've only got one!"
 
No thanks but it's a good suggestion. I use 3 on one button in 1 FireGroup in my Vulture: Interdictor, KWS, Beam. It's efficient to scan whilst attacking and I have other issues to deal with...retract Weapons and rin to use SCN as it charges and keeping looking when it's online whilst using a corkscrew with FA Off. So it's a no from no.
 
fixed wepaons shouldn't consume any power at all unless being shot just draining power form the weap pool. Only turrets and gimbals should do so. And this even would be questionable if said shouldn't be drained form the weap pool instead of general power at all.
 
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