User blog comment:Palidian7/Post V1.0 polish/@comment-34706482-20180215192828/@comment-1955501-20180215195807

- Seaglide: Holy mother of GOD I agree. I get that the topographical map might be helpful for people lost in caves, but I hate the thing just because it takes up so much of the screen. It baffles me that I can't see where I'm going because my MAP is in the way.

- Repair/Laser: I would agree with you, although I would be fine with them making it an upgrade. Maybe a multi-tool that can be crafted on the Modification Station using a repair tool, laser tool, and a high-tier resource? Would be very satisfying to deal with both of them and then finally unlock a combo version. Maybe require an ion battery. The power reqs of both tools would drain a normal battery FAST.

- Propulsion/Repulsion Cannon: I agree, but only because the propulsion cannon has limited usefulness as of now. Perhaps some new wrecks with blockages similar to Aurora would be fun. I kind of like the idea of picking one or the other, just because its 4 storage blocks make it a rarely-used tool anyway, but right now there's no real reason to separate the two. I'd rather see that reason to separate them instead of combining them.

- Seamoth: A good point, although I bet it's mainly due to the programming of the interface rather than actual gameplay choices. I'm 80% sure the Seamoth interface is just a modified version of the normal one, which is why you can only have one Seamoth "tool" equipped at a time.

- Prawn Suit: This one I have to disagree with you. As convenient as it would be to have multiple arms to choose from, the arm upgrades are big changes. Each one allows you to do totally new things, and choosing which one to equip is a hard choice that I love to anguish over. Personally I think having all of them equipped and cycling through them would take some of the 'cool factor' out of them. As they are right now, they feel unique and important, and I like that.

- Cyclops: A fair enough argument, but I think the Cyclops is actually really well-built as it is. The interface is vastly different from the Seamoth or normal HUD, and I think it should be. The Cyclops shouldn't feel like a large-scale version of the Seamoth; it should feel  like an entirely different vehicle with entirely different rules. The holographic buttons make things like sonar and shield feel more significant and make me (as a player) carefully consider when I want to use them. I think that's exactly how it should feel to pilot the Cyclops.

As far as quality of life improvements go, I too would love to see some speed changes on the Seamoth. When you have bases on opposite ends of the map and 100+ hours of gameplay, normal speed is just too damn slow!