First, I want to say: huge props for 3.2. You guys did a great job, and seeing the game making such quantum jumps every quarter is inspiring. Now for the constructive criticism :slightly_smiling_face: The new waypoint system seems to be completely tied to the QT drive, and there are a couple of serious problems with this. Firstly, once you QT to a waypoint on the surface of a planet/moon, the waypoint goes away. You have to wait for the cooldown, and then bring up your QT system again to show it. Much more importantly, waypoints don't show up when you are on foot or in a vehicle. This means that you cannot drive from one outpost to another. This also means that if you are driving/walking around in the hills outside of an outpost and get lost, you have no way of finding your way back. That makes events like Daymar Rally nearly impossible, and makes ground vehicles useless in most situations. In 3.1 it drove me nuts that there were always tons of waypoints cluttering up the HUD, and I applaud the effort to make them only visible when we want them. The new system attempts to indirectly guess at times that we'll want to see waypoints, and provide them during those times (such as during QT). This results in a very clunky feel. I recommend a more direct approach. Here is my suggested system for waypoints and navigation: Waypoints should be primarily tied to the mobiglass map. A hotkey (not the QT hotkey) should be able to toggle all nearby waypoints on/off on the HUD. This way, when you want to see everything around, you toggle it on, but the rest of the time they aren't cluttering up your HUD. Players should be able to "Set Destination" to any waypoint in space or on the ground. A waypoint that is selected via the "set destination" button should always appear on the HUD. The QT system ties into the waypoint system When the QT system is on and the ship is pointed at your set waypoint, or any waypoint if all waypoints are toggled on, the QT interface appears and begins calibration. This system decouples navigation/waypoints from other game mechanics, allowing it to be used in any situation. This provides more intuitive player experience and more granular control. There's also a common problem that there is no differentiation between the "set destination" waypoint and all the others. So, you set your destination, then you look around trying to figure out which of the identical little arrows leading off your screen is the one you want. My system solves that problem as well, because you can set your destination and then toggle the rest of the waypoints off. This system also provides some 'separation of concerns' from a programming perspective and will likely make the code base for that feature more maintainable.