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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
the depth charges are stupid. lets say im being chased by a moloch and its gaining on me, i send a crew member down to fire a decoy charge. he fires it and it flies back to clang against the wall to the left.
this would be workable if their were depth charge tubes all over the bottom of the ship, say 1 under the airlock giving that little lip a point. clustering them together nullifies having more than 1
on the positive side, i love the exterior and gun placements, the shape is beautiful but some background fins just above the shuttle dock would really tie it together.
there are 2 parts of the ship i dislike as they serve no purpose, the room right of command and the small tubes on the far left.
the room right of command has several problems, 1 is that the ladder bumps your head when aiming left, this normally wouldnt be an issue but bots will get permanently stuck on it. the other problem is a lack of use, i think its ment to be a brig but its barely usable as one due to you needing to climb a ladder to enter it. if i have someone handcuffed and want to put them in this brig i must: knock them out, pick them up, and climb a ladder to the top. if they wake up they fall off the ladder.
on the topic of the airlock, presumably the idea is so its easy to defend with the gun just below it. its not, enemies will run right past the gun and theres no way to kill those at the airlock.
the wires are sloppy or too clean, wires going through walls is lazy and negates the existance of cable holders. wires being at diagonal angels looks sloppy and out of place for a ship of this might.