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All told, again, great design! Definitely gonna try this one in campaign.
I'm kinda conflicted about extra periscopes for random crew as I never saw it in use. Also placing cameras to fit with the design of the sub is pretty hard.
• Central command room is pretty sparse looking, but it's got a nice central location. The button-activated 3-view periscope is a nice touch, though. But the label on it looks awkward and should be moved/fixed, or even removed.
Other thoughts:
• Extra camera periscipes for crew just sitting around or curious are always good -- if you can tuck one in here or there, it's a nice addition.
• Only bunks for two crew :( Be nice to have at least 2 more, though space is tight.
Overall, though, a nice design that has the potential to be a top-tier no-nonsense medium-sized campaign sub.
• Some labeling is awkward and doesn't fit in well, like the junction boxes and the medbay symbol. Pure 255,255,255,255 is not a good color for any symbols -- tone down the color to a grayish white and it will fit in way better. Also, where possible, they need backboards, since having them on visually-curved surfaces (like a duct) looks really bad. Main offenders are the deck numbers in the central stairwell, the junction box labels (which are also askew from each other heightwise), and the arrows underneath the periscopes.
• Typo in command room signage. Also a relay component that was probably intended to be hidden, isn't.
• Wiring is generally good but there are a few spots where it looks unnecessarily convoluted or out of place. Example: the crinkled wires above the batteries in the small engine room, the wires on the fabricator and deconstructor, and a loose blue wire in the conning tower airlock.
General suggestions:
• Link fabricator to cabinet to its right.
• Most of the ammo storage is a fairly long walk from the loader it's on the upper deck with the crates storage. Run a screen or so away to the central stairwell, climb two levels, then head right half a screen. That's definitely a bit awkward, but I also see how the designer was trying to make do with a storage space squeeze.
Things I like:
• Campaign-friendly
• Great labeling in the central stairwell -- the symbols are functional, noticeable, good-looking and blends in well. The deck numbers are a nice touch.
• A little grow room for plants.
• Engine and reactor placement is perfect. And the engine room looks like a damned engine room, and the power plant room looks like a damned power plant room. Simple, straightforward and looks good.
• Nice use of stairs, particularly in the engine room.
• Captain's three-function periscope is a nice touch -- interesting placement of the electrical coil there on the conning tower airlock.
• The armory, toxin and conning tower storage closets are a really nice touch.