Transfer "signals" to beacon list

ParticleBeamParticleBeam South Africa Join Date: 2017-01-15 Member: 226761Members
Now that there is a beacon list (in experimental mode) which allows you to switch on and off beacon signals, why not add the lifepod and alien "signals" to this list instead of dropping into the iinventory as an entity item? That allows you to switch them on and off without having to equip them in the chip/hud upgrade slots.

Comments

  • ipohondricipohondric Russia Join Date: 2017-01-15 Member: 226764Members
    That would be nice, instead of every damn signal occupuing either your eqipment slot or a places in storage
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    @devs pretty please with sugar on top?
  • flagg209flagg209 USA Join Date: 2017-01-16 Member: 226836Members
    Omg, I want to see this happen so bad. Also - bases you build should have a default beacon I would think.
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    flagg209 wrote: »
    Omg, I want to see this happen so bad. Also - bases you build should have a default beacon I would think.

    I'd put the beacon (+ custom name) function into the Communications Relay, that seems logical. It also makes it more of an incentive to put comm relays in bases.
  • AppalaxisAppalaxis South Africa Join Date: 2017-01-03 Member: 226025Members
    0x6A7232 wrote: »
    flagg209 wrote: »
    Omg, I want to see this happen so bad. Also - bases you build should have a default beacon I would think.

    I'd put the beacon (+ custom name) function into the Communications Relay, that seems logical. It also makes it more of an incentive to put comm relays in bases.

    Just as I was about to suggest that :)
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    Appalaxis wrote: »
    0x6A7232 wrote: »
    flagg209 wrote: »
    Omg, I want to see this happen so bad. Also - bases you build should have a default beacon I would think.

    I'd put the beacon (+ custom name) function into the Communications Relay, that seems logical. It also makes it more of an incentive to put comm relays in bases.

    Just as I was about to suggest that :)

    Bonus, it meshes rather nicely with the comm relay's new ability to transmit a notification to your HUD that you have a new message.


    Another idea: perhaps the ability to receive messages remotely using a headset craftable with a computer chip and a copper wire, equipped to the slots where the signals currently reside (you could take it off when not listening to messages, sort of like a Bluetooth headset).
  • AppalaxisAppalaxis South Africa Join Date: 2017-01-03 Member: 226025Members
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    I wonder if I should make a separate thread for that? Or will the devs see it here? I don't know how far down the threads they read. Hmm. Thoughts? (I really want to be able to mark my bases without dropping a beacon outside, it just feels wrong, lol. Beacons seem right for miscellaneous stuff you want to come back to, not your bases.)
  • flagg209flagg209 USA Join Date: 2017-01-16 Member: 226836Members
    I couldn't agree more about beacons.
  • jamintheinfinite_1jamintheinfinite_1 Jupiter Join Date: 2016-12-03 Member: 224524Members
    Yes. It's annoying having all those signals taking up space and you don't want to get rid of them because you want to go back to that place sometime to explore more or find materials.
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