Suggestion: Mapping Module
Benson
Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
One of the things I think Subnautica should take from the original prototypes was the terrain map.
Granted, its not that difficult to orient yourself around the aurora wreck, but having a map to look at in the cyclops would just be a nice QoL improvement.
I've currently resorted to placing beacons in each zone so I know where each of them are.
My suggestions is this:
Add a "Map Display" building that can be built in the cyclops (bases too would be great)
Do one of the following:
Update the Map Display once the player has gotten vision of the area, and add the info to the map as color-coded shading (just like in the prototypes)
-OR-
Add in a "Mapping Module" that will add a large area of information (preset size?) to the "Map Display" as color-coded shading (just like in the prototypes)
**Bonus points if they need to be linked together and provide info for the area between them
This will remove the screen clutter from having a dozen beacons scattered everywhere, and after all, if you were lost on an alien planet, wouldnt you make a map?
Granted, its not that difficult to orient yourself around the aurora wreck, but having a map to look at in the cyclops would just be a nice QoL improvement.
I've currently resorted to placing beacons in each zone so I know where each of them are.
My suggestions is this:
Add a "Map Display" building that can be built in the cyclops (bases too would be great)
Do one of the following:
Update the Map Display once the player has gotten vision of the area, and add the info to the map as color-coded shading (just like in the prototypes)
-OR-
Add in a "Mapping Module" that will add a large area of information (preset size?) to the "Map Display" as color-coded shading (just like in the prototypes)
**Bonus points if they need to be linked together and provide info for the area between them
This will remove the screen clutter from having a dozen beacons scattered everywhere, and after all, if you were lost on an alien planet, wouldnt you make a map?
Comments
that way it still requires you to explore
Thats pretty much how it worked in the original protoypes UWE made.
The main reason I didnt suggest that directly was that it made your map look like an ant farm with criss-cossing areas of map and no map.
I agree that exploration should still be key