I wasn't sure about the timing to fit into a con's window, and the transition from the upper deck, where you can dock, and the lower deck, where you have to swim (!), is one that I figured would really hang a lot of players up. Not many people take swimming, and far, far fewer are trained at diving.
Amusingly, the whole plot is based off of me remembering the name of teh adventure wrong. For some reason, I could have sworn it was "Dive in", based off my remembering I'd made a bad joke (My first time writing a mission, so I figured I should "dive in" to it. hah hah! Only it was actually me saying I guess that I should "take a chance" on it. Same lame joke, but getting the words wrong resulted in me making the whole underwater thing. D'oh! Still, getting 'runners out of their comfort zone is nice, and I'm hoping that the many teams all trying for one job angle worked out for GMs. Giving the PCs time to scuttle the competition, or be scuttled themselves, is an aspect of the meeting for work that most GMs don't use, I think. MOst just go, "Here's a guy, here's a job, work out the deal" ... by showing that several teams are hungry for work, it makes the runners more willing to undercut themselves and gives Johnson more negotiating leverage.
At least, that's the theory. No idea if it worked!
I'm looking forward to it being published, just so I can compare the final version (Bull had to do some rewrites, such as replacing the several of the NPC cast with Missions people, to get it to line up with the general arc.) but also because, after seeing the cover art, I *really* fell in love with it.