User blog comment:Palidian7/Post V1.0 polish/@comment-34706482-20180215192828

My thoughts on post v1.0 polish after playing for 60+ hours...

Personally, I'd like it if the "Alternate Use" key(s) (F and Q) were used for more than just performing a Self-Scan with the Scanner tool or Deconstructing with the Habitat Builder.

Possible examples: - Seaglide: Please, please, please unhook the map toggle from the light toggle! These should be separate switches! This is my single biggest perpetual annoyance, especially since every time I load a save or change the battery in the Seaglide the map and light turn themselves back on!

- Repair Tool/Laser Cutter: So many real-world tools can be used for constructive and destructive purposes with little to no modification. Welding tools, for example, can be used to build, repair, and cut. With Altera's super advanced technology why do we need two separate tools taking up inventory space when one tool could perform both functions, especially with the example of the Habitat Builder that already does both? Actually, this doesn't even need to use the alternate use keys. It could just be context sensitive on-use. I realized making us find the Laser Cutter is a way to gate off certain content, which is fine... but maybe it should have been a mod for the repair tool instead of its own separate device that has estremely limited use and consumes inventory space 99.9% of the time.

- Propulsion/Repulsion Cannon: Toggle between Propulsion and Repulsion modes since the latter is a modification of the former. One could reasonably assume the Repulsion modification could be selectively disabled to allow original functionality. Again, we shouldn't need two tools to do very similar tasks, especially when one is an upgrade of the other and each one takes up 4 inventory slots. Yikes! At the very least we should be able to build a second Propulsion Cannon and use it to further modify a Repulsion Cannon to craft a single tool with togglable functionality. Clearly, lore wise, both tools use the same principles and mechanisms... just... differently.

- Seamoth: F, Fire torpedos! (Without having to select the launcher.)  Q, Ping sonar without having to select it. (Ok, I actually started this one as a joke... but after thinking about it I'm actually semi-serious about it now. Just having a static key for these functions would help alievate the wandering hot-bar slot syndrome Subnautica suffers from.)

- Prawn suit: Q and F could be used to rotate off the equipped left and right arm tools and allow the default hand (or, upgrade idea, a second tool per arm or the default hand if the proposed second tool slot is empty) to be used.

- Cyclops: Q, F, and Right Click are all unused while in cockpit view. The Cyclops doesn't even have a hot-bar which is a departure from the other two vehicles, yet it has potential functions similar to what the other vehicles (especially the Seamoth) put on hot-bars. The Seamoth's Sonar is functionally identical to the one for the Cyclops, the Cyclops just has an automatic mode rather than a single pulse... why not hot-key a single pulse function? I have not used Seamoth's Perimeter Defense System, but I gather that it is similar in purpose to the Cyclops Shield Generator (why Cyclops has a default "overshield" without this doesn't make much sense to me). (Side note: I know, lore-wise, the Cyclops is designed for a three-person crew... but does it really /need/ to be?  One station does nothing but customize the hull and turn lights on and off... the other is a basic damage report and the Fire Suppression System button... all of which could easily have been put within the reach and field of view of the pilot... except the hull customization thing, the pilot doesn't need to rename or repaint the sub while driving.)

Finally, I have a quality of life request for Seamoth and Cyclops... some kind of throttle control other than holding down a key or holding a joystick forward would be nice. Marine craft typically have a set-it-and-adjust-as-needed, not quite cruise control, style of accelleration... heck, I'd go out and buy the kind of throttle controller used for flight and marine simulations if I thought it would work with Subnautica.