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I love the design of this sub so much, but its to difficult to play with because of its component systems.
As for the brig pods, they're designed as jail cells that people can't leave without a security clearance, even if they force the top hatch open. I just added the ability to vent them out into the ocean as an extra layer of 'wouldn't it be fun to-'
The depth charges are slapped on as an after feature and more or less simply designed to do bombing runs in PVP and not much else, assuming you have someone capable of making the shells in PVP from the resources they can recycle from around the ship that is.
The capacitors in the engine room were designed as a consistent way to prevent brown outs and other power issues from having a high power draw engine as it felt cheap to make a ship that big not need a lot of energy to move.
The capacitors in the utility room are balanced so as long as the ship has power they'll generate enough energy to keep them firing constantly, and very much like the loaders for the coilguns they're in the same order as the periscopes, but keeping an all-in-one compact room design wasn't the objective with making this, it was to build a submarine to be manned by a large crew in communication with each other, so adding an artificial layer of difficulty to micromanaging submarine systems was intentional