Separate Fire Groups for Combat and Analysis Mode

I really don't want to have a high number of fire groups, so I set them up in a way that I can use one fire group both in analysis mode and it combat mode for the respectively assigned modules. I do however get the constant "module not available in this cockpit mode" messages and I find them increasingly annoying.

I would welcome a change. I understand that just removing the messages has a downside.

Alternatively we could get separate fire groups for each mode.

This would definitely be intuitive and immensely practical.
 
I really don't want to have a high number of fire groups, so I set them up in a way that I can use one fire group both in analysis mode and it combat mode for the respectively assigned modules. I do however get the constant "module not available in this cockpit mode" messages and I find them increasingly annoying.

I would welcome a change. I understand that just removing the messages has a downside.

Alternatively we could get separate fire groups for each mode.

This would definitely be intuitive and immensely practical.

I kind of have an inverse suggestion for this (posted elsewhere):

Every ship should come standard with two non-removable mappable hard points:

* Pulse analyzer
* Scanner analyzer

One sends out a radar like pulse, the other requires a target that you scan.

ALL modules you purchase for the above use cases still take up ship slots, but serve to "program" the modules you have. So let's say you've purchased everything:

Pulse analyzer
Detailed surface scanner
Discovery scanner
Composition scanner (I recant remember the exact name)
Kill warrant scanner
Manifest scanner
wake scanner
Data scanner (can't remember the name, but its how you read megaship logs and stuff)

They all just program the two standard modules, and when you fire them at a target, the right thing happens depending on the target:

If you're in supercruise and fire the pulse, it does a discovery scan, if you in a belt it does the asteroid search pulse (assuming you bought that "program" module)
If you're targeting a ship, it does the manifest and kill warrant scan at the same time, if you're pointing at a data log, it does the data scan, etc etc...
 
I expect this discussion has been had several places, but this is the place I found it, so I'm joining in!

I agree the cockpit modes and firegroups needs a cleanup. The suggestion to make different firegoups for each mode is great, but I've been thinking maybe we could also do away with the extra keybind through this!
Setting up a firegroup should turn that firegroup into either combat, scanner or flexible mode, depending on the content, displayed in orange, blue or yellow (?). If you put in a gun, bam, no discoveryscanner or other scanning stuff allowed. Similarly, putting a discovery scanner would disallow adding a weapon. Some modules fit both modes, and so would leave the firegroup as "flexible", until a restrictive module is added.
Now, flipping through your firegroups would make the cockpit mode change, doing away with the additional button. For me it's an annoying extra button that feel superfluous. Switching modes would simply designate your cockpit mode to the mode matching the firegroup, and if you move to a flexible firegroup, you keep the cockpit mode from the previous one.

As far as I can see, this would keep all the functionality, but eliminate the extra button, as well as clean up the firegroup interface.

Every ship should come standard with two non-removable mappable hard points...

I like the idea of bundling the scanners, the clutter from scanners is getting a bit overwhelming too. Your idea is great, contextual actions like that would make sense, and honestly I think it would be pretty easy to integrate the functionality - I mean, it's what we get when we bundle the scanners in firegoups right now. How would you go about making the interface though? I imagine when you select a target and have the relevant scanner in your current firegroup, the interface would show the same indicators as it does now, giving the feedback of progress and intention. If no scanners are installed for the context, the interface should show that too though.
 
A lot of players circle through fire groups when fighting, so I don't think having UI changes while doing that is a good idea. But having separate fire groups for different ui modes seems functional, I hope frontier implements it
 
I think to impact the game as least as possible the first part of the firegroup could be a section called "Hud Modes"

It would have two entries in it, one for each mode. And you would either enable it or disable it. You can mark both (current behavior), or even none.

Then when you switch hud mode, if the current fire group is not enabled for the selected hud mode, it would automatically switch to the next available fire group (for that hud mode).

Note that having both check boxes off would disable the group, which could be a new feature.

Example:
Code:
---Fire Group---          [1]   [2]
HUD MODES                
* Combat Mode              X     O
* Analysis Mode            O     X
BEAM                     
* Pulse Laser              1     O
PROJECTILE               
* Multi-Cannon             2     O
UTILITY                  
* The Whatever Scanner     O     1

Note:
O = empty/unselected.
X = selected.
1 and 2 = primary/secondary
 
Newly configure fire groups default to having all modes checked. That keeps the functionality the same as it is in the current patch. It's only if you start disabling them you would notice the difference.

I think that would keep most players happy. And it's extensible to any new hud modes added in the future.
 
+1
What's the POINT of the different cockpit modes if you still have to cycle through all the fire groups to get to find what you need? Either remove "analysis" components from the combat HUD or just go back to having a single HUD mode. My preference is for the former as you could set up entirely different key binds for combat vs analysis modes (helpful for those poor console players)
 
I really don't want to have a high number of fire groups, so I set them up in a way that I can use one fire group both in analysis mode and it combat mode for the respectively assigned modules. I do however get the constant "module not available in this cockpit mode" messages and I find them increasingly annoying.

I would welcome a change. I understand that just removing the messages has a downside.

Alternatively we could get separate fire groups for each mode.

This would definitely be intuitive and immensely practical.
Just making the messages silent and having them appear in small print only in the upper right data panel would work for me.

A more elegant solution would be to simply not show firegroups that don't work in the current cockpit mode. Then you COULD overlap firegroups with no hassle.
 
I can't imagine a solution worse than the one FDev implemented. Any of the above suggestions would be an improvement on the idiocy we're currently lumbered with.

And to think, I used to be a white knight.
 
I can't imagine a solution worse than the one FDev implemented. Any of the above suggestions would be an improvement on the idiocy we're currently lumbered with.

And to think, I used to be a white knight.
But now you're a penguin, with a bloody axe to grind.
 
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