About beacons and signals
Rainstorm
Montreal (Quebec) Join Date: 2015-12-15 Member: 210003Members
I dont know about you all but my memory aint what it used to be for this reason when i travel deep somewhere and set a base and/or see something i really wanna be able to find back, i tend to dump a beacon just to be sure ..... before long theres several spots that pulses on my screen and that tends to break immersion. Granted, i can just toggle the HUD off but that hides the whole ui and i find this kinda bothering.
My suggestion is pretty simple, id love to have a command to hide ONLY the beacon(s) signal so that nothing pings in my screen anymore. Then when u want to track back you way BAM toggle the beacon signals back on then when u get there BAM toggle back off. thats just my 2 cents but id find such a toggle command pretty nifty
My suggestion is pretty simple, id love to have a command to hide ONLY the beacon(s) signal so that nothing pings in my screen anymore. Then when u want to track back you way BAM toggle the beacon signals back on then when u get there BAM toggle back off. thats just my 2 cents but id find such a toggle command pretty nifty
Comments
Another addition I'd like to see is a distance number between you and your beacon(s) of interest are. Makes me comfortable knowing that I'm getting closer as opposed to feeling like I'm saying "Am I there yet?!" ¬w¬
EDIT: It's kind of hard to believe that we have all of this advanced technology to travel to another planet to terraform it for colonization, but we don't have basic mapping and distance tracking...
Well, you could argue that all the important stuff such as mapping and navigation was severely damaged upon entry into the planet's atmosphere. Also, it probably wouldn't be unheard of that the Aurora's radiation could've contributed to the disruption of these mapping systems.
Maybe the AI was damaged as well? Just food for thought.
All possible causes, but then to not be able to at least build something at a later point to accomplish the task still seems a little far fetched. After all, we still have our magic fabricator that can laser up any material we have the base ingredients for. Terrain mapping has to be less complex than that...
this is more along the lines of what I was going to recommend. Make it so that you can pick and choose which beacons are active so you don't get a clutter of overlapping names and pings across the screen. The idea with the tablet having a list sounds like a pretty ideal way of doing that!
It would seem that they are in the habit of doing this (see my post about the compass), but my hope is that they are simply trying to find a better way to implement it, or that they will add it back in at a later time.
Yes, likewise. By the way I fully agree regarding my first time visit to the thermal vent in the safe shallows... super tense
Also custom naming a beacon after dropping it.
(I played an older version so I dunno if it has been changed...)
P.s.
Mapping could be cool as an item and not a HUD for from the beginning.
Yes, this has been changed and we can now custom name beacons.
Upvoting distance (may be as module we can equip) and list toggle for beacons. Also, it would be nice to have signals not as items, but as list as well. It is really hard to manage signals right now, because there is even no solid way to distinguish signal items, and I had some troubles remembering what signal I've checked already.
At the very least let us have a small set of specialty beacons that we can customize with blip toggles, similar to how the quick-access hotbar works for tools (#1-5) but use Control + number to toggle its blip display. Since beacons store their name data even when they're inactive, it shouldn't be too hard to customize them with this feature.
(Also let me toggle off the blips for the Lifepod, Seamoth, Cyclops and Exosuit!)