The signals make no sense
Ojakokko
Finland Join Date: 2017-01-20 Member: 226999Members
So I kinda can accept the signals taking up space in the chip slots, since I guess there are some data size restrictions in the PDA (menaing that it can save several full logs, a comprehensive encyclopedia and blueprints for everything from flashlights to submarines and only two coordinates), but I can't accept the signals taking up physical space in your inventory and lockers. What? These are strings of code (well, everything ingame is but you get my point), how can they take up physical space?
The signals should be downloaded and saved when you pick them up just like the logs, so you won't have to think about storing them. They could be found in beacon list and turned on and off just like anything else there. Save the accessory chip slots for the compass and thermometer, which actually need physical components (and maybe add more sensors even.
The signals should be downloaded and saved when you pick them up just like the logs, so you won't have to think about storing them. They could be found in beacon list and turned on and off just like anything else there. Save the accessory chip slots for the compass and thermometer, which actually need physical components (and maybe add more sensors even.
Comments
As of the latest release build, 'Silent Running', that just came out today, the compass is no longer craftable and, thus, no longer takes up inventory space. It is built into the Seamoth.
I have also considered making a suggestion that the signals be included in the list of beacons. But I'm not sure I want it "clogging" up my list of beacons. Currently, if I want to clean up my list of beacons--including both visible and not marked visible beacons, I can just go pick them up. How would you handle that for the Signals?
And this utilitarian reason is better compared to selectively turning them on/off in the list.... how?
If I have to choose between wasting inventory space and a clogged list, I go for the clogged list
I see your point. There are definitely times when I'm searching through a dozen lockers trying to find the signal for one of the life pods. It would be a lot easier if it just added the signal to the Ping Manager immediately after listening to the radio.
How long have you played SN? This mechanic is left from the times there was no such thing as ping manager. Now that ping manager exists (And the signals are actually shown there? Why can't you just remove the inventory part?) there's no need for having them take up inventory space.
As for the ping manager getting clogged, it could be solved by having everything listed in drop down sections ("submarines" (includes lifepod), "Beacons" and "signals", perhaps?) so you could sort them out. I'd actually like to see this implemented regardless of whether they'll do something to the signals or not.
I had the exact same thought about adding sections to the Ping Manager. I think that would be a great idea. But it would be extra programming work. I think they are trying to focus all their attention on finishing the game and hitting the 1.0 full retail release before they do anything brand new like adding sections to the PIng Manager. Just my opinion.
Uh... what? I am away from my PC so I haven't been able to play the new update yet. Why would they remove the Compass as a tool? I use it far more frequently outside the Seamoth when navigating caves or places it can't survive in. I guess I will get used to it - it's not a deal-breaker, but that decision makes no sense to me.
Someone also made a similar request for this as well, and I hope it comes true eventually. Having the Signals stored internally and toggled on/off by the PDA is more organic, as when they changed Beacon pings to be that way. Also there's the issue of having Beacons stored as external items: Originally they had to be dug up from Chests, which meant you'd randomly find them... or maybe never.
Now while they only appear tied to story events/progression, but the original issue exists: they can still be lost forever. While their loss is reduced since they're not found outside of a Lifepod/base (inventory is saved after exiting), you can still lose them from dying inside the pod (Gasopod attacks, malnourishment, O2 loss from power failure) or simply throwing them away by accident (such as over clicking the inventory into the trashcan).
So all that considered, I'd rather have Signals logged internally into the PDA and have them toggled, with the benefit of saving inventory space and not taking up a paperdoll upgrade slot. Given the changes made to Signals and Pings already, I have a feeling they will do this eventually.
Agreed. I use the compass even before I get the Seamoth. It should be available outside of the vehicles.
A lot of items have been moved out of default blueprints and into things like Databoxes, the Compass was one of them. Is it really removed entirely or is it just relocated?
If it's been removed entirely that's a pretty lame and poor decision, along with the ILZ gutting.
It was moved to a databox. Whether it was completely removed after that, I have no idea.
the first thing i make in my bases is the trash bin specifically to ''store'' all them signals
I'd have to start a new game to check, since my current one I've long since gotten the data box with the compass in it.
I just don't repair the Comms Relay at all nor build one myself xD
No comms, no signals, no wasted space. All it's really there for is to guide you to the lifepods and get the Sunbeam shot down. If you know where the lifepods are beforehand then you can just ignore it, so I do just that ^^
I can understand that the current system is a placeholder for an older version of the game that didn't have the ping manager, but with the ability to turn pings off now, the signals system really needs to be updated.
This definitely needs to be done. The Ping Manager is a better place for the Signals.