Why do we need Analysis Mode?

Well, to be honest, I like all of the HUD popups and stuff.

"MODULE CANNOT BE USED IN THIS MODE"

You like that one? Every time you pull the tigger and it covers up the existing feed in the activity info panel? This is something you like. Just want to make sure I understand.
 
Obviously we have a predominant agreement that the controls for the new exploration and mining tools need to be streamlined for a number of good reasons. So please let's stop criticising and start to think constructively about how necessary improvement could be made. Imo there should be a way to configure these mechanics and assign the different modes to specific fire groups like this:

rGBm0hh.gif


Orange fire group = Weapons mode
Blue fire group = Analysis mode
(Pretty much self explanatory, isn't it?)

I think generally there should be more possibilities to configure our ships, like for example an on / off / automatic setting for exterior ship lights and night vision in the ship functions panel, just like even 'reasonably priced cars' offer nowadays. Especially in a future spaceship I'd expect to have ways to decide about its settings beforehand and not when I'm rather occupied with making decisions of fight or flight in emergency situations. In moments like this I don't want to be obliged to reconfigure the ship for making it combat ready or even need thinking about things like this to save it.
 
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Regarding why we need two modes.

With current set up, all it does is make it harder to use all your scanners and weapons.

We could live without it.
Just one mode for everything.

If you want to improve things, just allow two fire group settings and then toggle between them

Leave the hud display the same.
This would mean you could use any weapon or scanner at anytime.

Any switch to a secondary set of fire groups would be up entirely at player discretion.

"Cake and eat it" 😁
 
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I love these new exploration tools, but I am a bit baffled as to why we need separate "Analysis" and "Combat" modes. The only thing I can think is that Analysis mode gives us the blue grid over planets we launch probes at. If this is all AM is, then it adds a tremendous amount of unnecessary complication to the system.

Why not instead just have the blue grid visible when the DSS is in our active fire group, and turn it off when DSS is not in our active fire group? As for FSS and "honk", these are totally separate things, so just let them work, no analysis mode necessary.

As it is, there are extra buttons to toggle between AM and CM (buttons being in short supply on my DS4 controller), and these annoying "Module cannot be used in this cockpit mode" messages. And then there's analysis mode in my SRV (???), but I'm hoping that's just a bug.

To quote another game I play, Frontier, "You're making a chicken out of a feather!"

Yep. Not much else can be said. It's been made overly complicated for sure.
 
I love these new exploration tools, but I am a bit baffled as to why we need separate "Analysis" and "Combat" modes. The only thing I can think is that Analysis mode gives us the blue grid over planets we launch probes at. If this is all AM is, then it adds a tremendous amount of unnecessary complication to the system.

Why not instead just have the blue grid visible when the DSS is in our active fire group, and turn it off when DSS is not in our active fire group? As for FSS and "honk", these are totally separate things, so just let them work, no analysis mode necessary.

As it is, there are extra buttons to toggle between AM and CM (buttons being in short supply on my DS4 controller), and these annoying "Module cannot be used in this cockpit mode" messages. And then there's analysis mode in my SRV (???), but I'm hoping that's just a bug.

To quote another game I play, Frontier, "You're making a chicken out of a feather!"

Analysis mode is a simple cry for help, so that the player will realize it is time for therapy.... :)
 
I love these new exploration tools, but I am a bit baffled as to why we need separate "Analysis" and "Combat" modes. The only thing I can think is that Analysis mode gives us the blue grid over planets we launch probes at. If this is all AM is, then it adds a tremendous amount of unnecessary complication to the system.

Why not instead just have the blue grid visible when the DSS is in our active fire group, and turn it off when DSS is not in our active fire group? As for FSS and "honk", these are totally separate things, so just let them work, no analysis mode necessary.

As it is, there are extra buttons to toggle between AM and CM (buttons being in short supply on my DS4 controller), and these annoying "Module cannot be used in this cockpit mode" messages. And then there's analysis mode in my SRV (???), but I'm hoping that's just a bug.

To quote another game I play, Frontier, "You're making a chicken out of a feather!"

Multiplayer. That why they have broken these out into seperate modes.
 
I like the idea of having 'modes,' but I agree that it's not implemented the best way. I'm not sure what I'd change, beyond making the mode switching simpler and less reliant on other things (Supercruise, speed..) I feel if I want to leave my ship recklessly flying at full speed towards an object, while I'm at the science console mapping things out... it should be my mistake to make. I feel one should be able to do all this from regular space, too, instead of SC. Overall I think it's an ace update tho
 
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To me the point of the mode would be to make the fire groups specific to the mode. Combat mode firegroups completely different from analysis mode firegroups. At least then for mining we might go down from 8 to like ... 5 lol
 
You know, they could also just make it so that weapons aren't locked in analysis mode...

That should be an easy fix...
The thing is the analysis stuff only works in SC and weapons only work in normal space, so they're already effectively locked out (it also makes the modes seem* redundant).

A quick improvement they could make would be to automatically switch modes when you enter or leave SC: it could be a one-shot so you could then switch modes yourself for ... er ... ehatever reason, possibly to use the interdictors in SC!

(*i might be missing something!)
 
I just noticed that mining lasers only work in analysis mode... Really? That must make defending yourself while mining double-plus fun :/
 
I like the idea of having 'modes,' but I agree that it's not implemented the best way. I'm not sure what I'd change, beyond making the mode switching simpler and less reliant on other things (Supercruise, speed..) I feel if I want to leave my ship recklessly flying at full speed towards an object, while I'm at the science console mapping things out... it should be my mistake to make. I feel one should be able to do all this from regular space, too, instead of SC. Overall I think it's an ace update tho

you could just... not AIM at the planet directly while mapping it? strange idea i know what with all the demos in the streams showing they were aiming just past the planet in a fly by while firing the probes and not aiming directly at it.

in answer to another player... i have my disco set on my firegroups. while im scooping i fire the disco. the button/key to do it in FSS is there purely for convenience - you only have to use the disco in analysis mode thats the only difference.

my method is, set up to scoop and while im doing that im holding the controller button i have the disco on to scan the system. it usually finishes a few seconds before scooping. then i go into the FSS and see if there is anything in the signal sources or ELW/ammonia/water world range. if not i jump out when i am done scooping, unless i feel like scanning some of the planets. easy as that. i have made more jumps in the days since launch than i could in a week under the old system.

and yes i DO use xbox one controller on pc
 
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To me the point of the mode would be to make the fire groups specific to the mode. Combat mode firegroups completely different from analysis mode firegroups. At least then for mining we might go down from 8 to like ... 5 lol

You can bind a scanner and Weapon on the same Fire Group Number and depending on the mode, only the one will work. The only issue though with this is that you keep getting the stupid "Module cannon be used in this mod" error each time you fire for the other item you have bound for the other HUD mode. But the one bound for your current HUD mode still works.

Tried it out on the SRV with the weapon and the Composite scanner. Bound both to Fire Group A to the #1 fire. Weapon fires in Combat Mode, get the error message for the scanner. In Analysis Mode, Scanner works, get the warning message for the weapon.

But if you can ignore the stupid spamming of warning messages each time you fire, it does work. They really do need to make it so either the HUD mode changes depending on your Fire Group, or Have 2 A slot Fire Groups, one for Combat mode and another for Analysis Mode...
 
you could just... not AIM at the planet directly while mapping it? strange idea i know what with all the demos in the streams showing they were aiming just past the planet in a fly by while firing the probes and not aiming directly at it.
My point was that the new system requires us to slow down to a certain speed to use the FSS, not probing, and I don't see why that's a requirement. If I want to have my nose stuck into the FSS scanner screen while I trace signals, at full ship speed, it shouldn't matter. Sending probes is another thing, I agree that I probably shouldn't be able to fire a probe while I myself am doing multiples of light speed...
 
I love these new exploration tools, but I am a bit baffled as to why we need separate "Analysis" and "Combat" modes. The only thing I can think is that Analysis mode gives us the blue grid over planets we launch probes at. If this is all AM is, then it adds a tremendous amount of unnecessary complication to the system.

Why not instead just have the blue grid visible when the DSS is in our active fire group, and turn it off when DSS is not in our active fire group? As for FSS and "honk", these are totally separate things, so just let them work, no analysis mode necessary.

As it is, there are extra buttons to toggle between AM and CM (buttons being in short supply on my DS4 controller), and these annoying "Module cannot be used in this cockpit mode" messages. And then there's analysis mode in my SRV (???), but I'm hoping that's just a bug.

To quote another game I play, Frontier, "You're making a chicken out of a feather!"


See these are the battles we should be fighting. Not "ADS vs FSS".
 
Analysis Mode was a good idea in the planning stage, but no-one told the other teams making the FSS and DSS to use it, and they ended up making separate camera views instead.
 
There were many such threads during beta, and I agree. It could easily auto-select the mode for you, based on what you're doing, if it even needs 2 modes. Better would be to make the fire groups 'mode aware.'


Anyway, we had these discussions during beta but it went nowhere with FD.

They never listsn to their customers.
 
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