>>7964085Sure thing anon! When I go about building something that will have a useful interior, I'll be thinking about what the vehicle's primary function(s) will be and build accordingly. This particular vehicle serves as something of a nerve center for the mining operation, as well as a precision tug for maneuvering other modules into position. One component I'm rather fond of that unfortunately isn't too prominent in the pics is the airlock/decompression compartment between the cockpit and command center area. With several of the modules I just couldn't work it into the design so they have to rely on an expanding Gungan-style bubble shield when entering/exiting (kind of a cop-out, heh).
Base-building is probably one of my weaknesses since I spend all my time on ships and vehicles, heh. I'd say think about what you would like the occupants of your base to be able to do. Communications and base defense stations, supplies storage, weapons locker, research labs, incarceration facilities, vehicle garages, crew quarters... just a few general ideas if that helps. One of the unseen modules for the mining op is essentially an R&R trailer for off-duty miners. Realistically it's too small for the number of workers on the job, but it's better than nothing, heh.
As for the color scheme question, it's really up to you. Personally I'd work within the Aquashark colors and their ratios as much as possible, which does mean a lot of black, with some blue, red, trans-neon-orange and possibly a bit of yellow, which as you said is technically present. Of course we never got an actual base for the Aquasharks so interior colors aren't an established thing, allowing for some wiggle room. Still, if the other faction bases are anything to go by, there tends to be a lot of the dominant trans- color, alongside the main and secondary vehicle colors.
Loving that naval mine btw, might have to "borrow" it heh