Combine the scanners into a single system.

We now have a plentora of various scanners for various needs and in combination with everything else we sometimes get a large amount of firegroups, some usable in nav mode, others in combat mode, and it all just feels like a mess :/

I suggest that the various scanners be treated as "upgrades" or "addons" to the mandatory scanner already built into every ship. Fitting these various scanners simply allows interaction with the intended targets.
This would leave us with a single firegroup trigger for all scanners.
 
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Better fire groups could help.

I think two separate fire groups to set up would be the perfect solution to the problem. An "analysis fire group" and a "combat fire group" that was not so congested. All those scanners, limpets, mining equipment and weapons was pain to set up on my type 10 mining vessel. Then cycling through them was another pain. It definitely would be easier if they were split up where when I have analysis mode up that my 2 combat fire groups didn't show up when I cycle through them. Same way when I'm in combat mode I don't want to see my 4-5 non combat fire groups for scanners, limpets and mining equipment to show up as I'm cycling through the groups during combat.
 
I think two separate fire groups to set up would be the perfect solution to the problem. An "analysis fire group" and a "combat fire group" that was not so congested. All those scanners, limpets, mining equipment and weapons was pain to set up on my type 10 mining vessel. Then cycling through them was another pain. It definitely would be easier if they were split up where when I have analysis mode up that my 2 combat fire groups didn't show up when I cycle through them. Same way when I'm in combat mode I don't want to see my 4-5 non combat fire groups for scanners, limpets and mining equipment to show up as I'm cycling through the groups during combat.

Yeah when in one mode we shouldnt need to cycle through stuff we cant even use due to ship system restrictions.
But Master Modes would give us as much or as little control over the ship we want! Someone might only wanna change the firegroups, someone else might want a completely different control scheme for docking, or different sensitivity for combat etc.
 
Yeah when in one mode we shouldnt need to cycle through stuff we cant even use due to ship system restrictions.
But Master Modes would give us as much or as little control over the ship we want! Someone might only wanna change the firegroups, someone else might want a completely different control scheme for docking, or different sensitivity for combat etc.

My Point Exactly! 07

Master Modes sounds like a good idea. I wouldn't mind being able to set different sensitivity levels for combat, supercruise, and docking.
 

Lestat

Banned
I think two separate fire groups to set up would be the perfect solution to the problem. An "analysis fire group" and a "combat fire group" that was not so congested. All those scanners, limpets, mining equipment and weapons was pain to set up on my type 10 mining vessel. Then cycling through them was another pain. It definitely would be easier if they were split up where when I have analysis mode up that my 2 combat fire groups didn't show up when I cycle through them. Same way when I'm in combat mode I don't want to see my 4-5 non combat fire groups for scanners, limpets and mining equipment to show up as I'm cycling through the groups during combat.

I have to agree with you on this one.
 
Not sure if you have noticed, you can have multiple scanners on the same firegroup & Button. No need for separate fire-groups or buttons except for a couple of scanners (Like pulse wave/discovery scanner. The majority work fine together, only the relevant scanner will activate based on what you are using it for.
 
Not sure if you have noticed, you can have multiple scanners on the same firegroup & Button. No need for separate fire-groups or buttons except for a couple of scanners (Like pulse wave/discovery scanner. The majority work fine together, only the relevant scanner will activate based on what you are using it for.

Yeah that is a great workaround but with the implementation of the HUD modes I just think FD could take it a little further to make it a lot better!
 
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