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-The sub is well put together, it is aesthetically pleasing and the room layout makes sense. There's a lot of fluff like pipes valves and cables that compliment the interactible machinery etc... Can't forget about the little window in the ceilling in the gunnery room.
-The reactor is well balanced and fits in with the vanilla subs in terms of power
-Having to rely on a tesla coil to cover the top left sector is a neat way to force the captain to manoeuver and make the gunner shift positions.
-There's a fair amount of inertia but the agility of the sub makes sense for a starter sub, it's quick enough without being able to come to a full stop instantly.
Overall it shows you lack knowledge about the sub editor but this is a really cool sub with no major issues and that's not blatantly over or underpowered.
5)This is a nitpick but IMO you get too much starting money when you take into account all the equipment you get to start with including a decon and a fab. I would reduce it to Dugong levels of starting money, probably less tbh.
6) I wish the airlock had some kind of lighting even if very dim aside from the emergency red light I mean.
7) This is purely personal preference but I think there are too many hole decals on the background walls.
1) Slave the status monitor to the nav terminal. There's really no reason not to and it makes things better for everyone.
2)Automated doors are optional but always cool to have. In the same vein. Having some kind of system for the airlock to prevent the outer door from opening if the inner door is not closed (and an emergency override of course). It's not too hard to do as far as logic and wiring goes.
3)There is a real lack of storage onboad. Now this is partially due to the design itself that wants to be limited in space I understand. But personally I really dislike my medbay being a medical crate on a shelf and would much rather have a proper medical cabinet. I'm not too sure why a toxin cabinet is used in the engine room either.