Lots of mistakes made this game, the biggest one was allowing myself to believe that Lysk could be careless in a wolf game. I forgave a lot of stuff that, in hindsight, pointed to him being a wolf.
Locking down my system, he would never do as a human. Not immediately looking up the phrase ‘loyal crew’ when the magic words were mentioned for the first time. Not collecting the gun, etc, etc.
Still, the wolves played exceptionally and deserved the win. Great job guys.
Game balance wise, I’ve got a couple of things to say. As usual, Martin did a great job introducing creative new mechanics. A real standout is the interaction between the helicopter, radar, and AAA (and the CIC!). Great material for conflict, right there.
My opinions on crew quarters have been… forwarded… by Lysk already. I understand the difficulty in balancing it though. A change I feel may have balanced the game a little bit better: Possibly consider revealing the function of all the systems before the game. That would have promoted some crazy planning on day 1 instead of the usual milling around, as well as getting people onto the important systems (med bay, helicopter hangar) much sooner. We could piled people onto med-bay, repaired it every day, and had 2 lynches per day at the cost of the use of other systems, for instance.
Final remark: Subsystem games are interesting and fun but I think they’re inherently skewed towards wolf victory. The incredible ease with which the wolves can become aware of plans in this game-type makes it very difficult to catch them in traps, and without knowing what the systems do ahead of time it’s tough for the humans to formulate any kind of effective plan.
Also please no RNG in the future. 
I’d be down for another game even if the signup were tomorrow, tbh. I have faith in our great leader Martin. Since exams are temporarily over, I’ll be able to devote an appropriate amount of time to this next game 