Why do we need Analysis Mode?

Oh I’m sure they have terrible ideas too, they’re just smart enough to realize it.
Interestingly, to me anyway, I played Elite for a year or two before coming to the forums and reading about all the problems that I never noticed, or ever affected me. I think that few thousand people exist in that player space - just playing the game they have, without getting hung up
 
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Interestingly, to me anyway, I played Elite for a year or two before coming to the forums and reading about all the problems that I never noticed, or ever affected me. I think that few thousand people exist in that player space - just playing the game they have, without getting hung up
Same here. I joined the forums several months after I started and was amazed at the abundance of problems I didn’t have or care about.
 
I think the modes would make more sense if weapons/utilities were hidden from modes in which they did not work. That would actually be kind of nice, to segregate the weapons from the scanners, which would make cycling through weapons fire groups during combat less cumbersome.
 
I get the feeling "modes" is intended to be something that could be expanded upon to provide more diverse functionality in future.
Something of a "shift key" for your spaceship.

Course, it already needs revising so that it simply ignores everything not associated with that mode instead of giving you a full choice of stuff and then telling you that half the stuff can't be used in a given mode.
That is just batpoop crazy and completely undermines any benefit to having "modes" in the first place.

Kind of surprised mining doesn't have it's own mode in the same way exploration does.
It'd be nice if you could bung mining stuff on a ship along with weapons and not constantly have to faff around turning modules on and off if your PP can't support your flight modules and mining modules at the same time.
Course, maybe it does and I didn't hear about it. [where is it]

I agree on this, I do believe this change was done to accommodate for coming changes/features.

And I do agree on the bad implementation with the "cannot be used in this mode" nonsense, which I do believe was added to alert the player about this whole mode thing.
 
I vote for the scanners not needing to be in fire groups, and have AM contextually bind them to whatever the fire buttons are. Primary is the honk, secondary is the DSS, when DSS is open primary becomes fire probe and secondary would close the DSS. Something like that.
 
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My first impression of "analysis mode" was quite simple: it was an unnecessary button press. We've never needed a "mode" to use our discovery scanner before; now it not only takes two buttons but now leaves room for accidents, like say...if someone gets absentminded and forgets to switch to combat mode, then wonders why their guns won't deploy while they're being shot? Sure, the blue HUD should make that less likely, but the fact remains that it's a UI complication I don't REALLY feel like we needed, especially given how much more involved it is to actually scan and identify stuff now. Granted I haven't played with FSS mode much yet, but making something more involved doesn't have to mean it's less intuitive.

There are great things about Elite Dangerous, but someone at Fdev seems to have a subtle fixation on UI bloat and extraneous key presses; some may dismiss it as a little thing, but it's a very common little thing that adds up quickly over the course of the day.
 
Someone at my work here just posted a link to an excellent article on UI design.

https://blog.prototypr.io/make-me-think-90b46aa50513

I reckon' the ED UI is currently still a bit ...

6mEoJRx.gif


.. where it should be more like ..

LrSoMBZ.gif
 
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I'd prefer not to have to cycle thru analysis tool in combat mode and combat tools in analysis mode thanks. Except for those which may be used in either. Heat sinks, limpets, etc.
 
mission now require that cargo be actively selected It award to select . Left a few time without cargo dope


There is a lot of passive aggressive behavior going on.
 
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I vote for the scanners not needing to be in fire groups, and have AM contextually bind them to whatever the fire buttons are. Primary is the honk, secondary is the DSS, when DSS is open primary becomes fire probe and secondary would close the DSS. Something like that.

That's similar to how I have mine set up now.
The same button I use to open the DSS is the one that fires the probe.
For all my mode switches I use the same button to get out of whatever mode I'm in.

It's odd that some controls can't be doubled up like that, like the SRV camera iirc.
 
Someone at my work here just posted a link to an excellent article on UI design.

https://blog.prototypr.io/make-me-think-90b46aa50513

I reckon' the ED UI is currently still a bit ...



.. where it should be more like ..

Given the amount of rubbish ideas which come from every user community that second picture is just a quick way to spend loads of money on engineers (irl not in the game if you get me!)

Also does it really take that much effort to press the 'change hud mode' button? In fact my experiences so far are that I am always in exploration/analysis mode - and that will stay that way for a good long time when out exploring.
 
Given the amount of rubbish ideas which come from every user community that second picture is just a quick way to spend loads of money on engineers (irl not in the game if you get me!)

Also does it really take that much effort to press the 'change hud mode' button? In fact my experiences so far are that I am always in exploration/analysis mode - and that will stay that way for a good long time when out exploring.

[video=youtube;LS37SNYjg8w]https://www.youtube.com/watch?v=LS37SNYjg8w[/video]

kNow your limits
 
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Ozric

Volunteer Moderator
Analysis mode makes perfect sense to me and there is only one problem with it and that's the bug that always puts you into Combat Mode when you start a session. To me having a different reticle and colour scheme is a good way of instantly telling what mode you are in and for the vast majority of the time you wouldn't need to be using Combat tools if you're in Analysis mode and vice versa. Plus of course being able to double up on Keybinds.

I'm sure that there's more coming in the future that will use the Analysis Mode and rather than letting us get used to using the new Mining and Exploration tools in one mode and then springing the change on us. They have decided to introduce them from the start. Heaven forbid that there might be some forward planning, though as it doesn't match with your ideals then I guess it's obviously rubbish.
 
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Analysis mode should be an overlay only. All tools and weapons should be available in both modes, with Analysis mode simply being a HUD overlay that visually displays additional data.
This whole splitting of tools into different modes is silly and actually more annoying than it really needs to be.
 
Yup, the new mode is dumb. Another unintuitive, horrible idea, that totally lacks creativity.

While we are at it, there are now entirely way too many items that go on fire triggers to only have 2 fracking buttons to shoot with. Just look around the cockpit of EVERY SINGLE SHIP in the game, and you'll see that there are ample buttons to support multiple fire buttons, instead of needing 6 firing groups, and a darn mode switch!
 
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