
Currently NoA nodes are pretty much useless. They arent required to do anything with NoA. Yet they take a ton of power.
They should be required for NoA to be able to make more complex decisions. Like telling you to go to a specific location requiring X number of nodes to arrive at that decision. Maybe with a NoA tab in the PDA telling you how much computational resources it has and what is required so that it can open new lines of investigation while doing other things. Maybe starting out with the NoA overloaded, requiring 2 or 3 just to get started.
Maybe even make them required so that NoA can know about more of the world. It basically has a build in scanner and that only has a shortish range

Needing multiple nodes would be a nice incentive to make more than one base.

Oh, i have some ideas what NoA could help us with: help us study the flora and fauna to learn how to avoid aggression, provide us with countermeasures otherwise and figure out interesting ways to harness the natural behavior of some for our purposes: https://subnautica2.nolt.io/8257
Honestly the lore means that NoA should really be a much larger part of gameplay in general, basically telling you exactly what to do and you’d just have to actually execute those instructions.
Though of course i’ve seen that a decent amount of people already think there’s too much hand-holding, so i understand why it’s like this.
But maybe this suggestion could actually provide a nice solution, if you need more nodes to get more hand-holding and nodes are maybe even made a bit more expensive than they already are, then that balances things out.
Players who want to do things on their own can just not bother with more than the minimum amount of necessary nodes, and those who want and/or need more guidance get to feel like they actually worked for it.