Why is there never enough power?

I too felt like I had no power in my first seven ships (including Clipper) until finally

https://www.youtube.com/watch?v=_BRv9wGf5pk

in my Python with its ... 51 MILLION Credit 7A Power Plant!

lololol

Well, that proves that in order to have the best you got to get the gear for the best!

Here I am thinking 1.6mil for that advanced scanner will be a chore. Not even going to fathom the time sink for getting not only that ship, that power plant!

lololol
 
That said, one thing that does bug me about the power management system is why hardpoints don't deploy based on your weapon groupings. That is, if I have my beams in one grouping, and my multicannons in another grouping, why both sets will draw power when only one set is being used at a time? If I've got them all open at once then sure, but if I'm not using them...

Exactly, to use a kws in my vulture I have to manually switch off the beams, there is no reason whatsoever to keep powering something that's not in the group selected.

To fire chaffs I have retract guns lol.
 
Why is there never enough power?

Because a game needs challenges and this system makes us think about the customization and configuration of our ships. I love it.
FD did a superb job in simulating real world technological limitations and thus creating a great rich gameplay element.



Technically a module does not use power until its activated so why do modules draw power when not in use?

Perhaps some modules can't go from zero to full power in an instance. They need to be powered in advance to be able to function without overloading vulnerable components and breaking down.
 
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I was initially appalled by my viper suddenly switching off and drifting when I first used my KWS.

But then I realised it was quite fun to power manage for given situations. Such as RES farming etc.

Now I have my viper at 99% power usage with only the cargo hatch and fuel scoop switched off in the modules panel.

When I go into SC or roam the local systems, I simply switch of one multi canon and my scoop is operational.

Once you find your optimal usage you'll see that you get comfortable with it and the ship will feel even more like it's your own individual, unique craft.

It's a very clever and fine balance by FD.
 
You can't have all A upgrades and the most powerful weapons, you have to compromise and mess around with priorities and even switch stuff on/off manually.

Technically a module does not use power until its activated so why do modules draw power when not in use?

I think it's a good thing that people have to consider their loadout in detail and then are forced to make choices. Having an all A fit with best weapons mentality makes the experience less varied and challenging. Everyone will gravitate to the same build.
 
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