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Got something I would like to share as feedback, so feel free to disregard as non-critical (this sub is already near perfect for a small team anyway). Cheers for reading my tangent above. :P
I've noticed my crew seldom uses the lower airlock in favour of the moon pool - probably only once during a beacon station mission where the moon pool was inaccessible because we were docked and flush. Other than that, it's a large chunk o' access area that never sees use.
Conversely, the medical bay is up a floor and removed from the pool as the main entry point when not docked. Rather than having to drag wounded crew up the airlock access area and past the reactor to get to a medical bed for surgery (Neurotrauma) or just the main supplies of medicine (Vanilla) it's time they could be dying in.
Not asking you to go make changes unless you want to, just things I observed. If one did make a separate version or something, what would one even have in it's former area if relocating the MedB for faster response times; a brig or storage area? In the Vulture class it's the airlock, but that doesn't work for an attack class as while it's a neat space near the upper dock area, it's vulnerable from top boarding entry. Dunno. :shrug:
Thank you for your valuable feedback, I really appreciate it, even though it got overshadowed a bit by some longer posts.
Now to some of your points:
The submarine, as evident from its description, was built around the moon pool feature. So I placed the deconstructor closer to the moon pool to make it easier for players to manage large amounts of loot and quickly dispose of minerals, rather than having to climb up the ladder each time.
The so-called "random chair" and others are simply there to help the crew brace for impact and avoid getting thrown across the room, thus preventing injury.
Regarding the rear ballast area loader, it didn’t exist originally, and the chainguns used to share a single loader. In later revisions, I added the loader to create a more interesting gameplay loop and better utilize the available space in the submarine. This also gave players the option to decide which turrets they want to use, rather than being locked into a single option due to the shared loader.
And as for the AI stuff, I’ll definitely check it. And again, thanks, I really appreciate your input!