Why? we have enough overdone videos with no substance. We want the meat, not the dressing. There's enough shitty Ut'rs that literally make the same videos about the same shit multiple times a day.
Yeah I don't understand why people expect a little of everything ship to dominate everything it does. What would be the point of dedicated ships then if just one jack of all trades ship did it all and better too. This is for having one ship and being able to play how your mood wants.
You make good points on the Rule of Cool bow void and the idea of a second module. Here’s what you missed. Focused ships that do better like C2, Apollo and Expanse are $800 total cost. Galaxy will likely get more modules like weapons, ship tractor’s etc making it even cheaper against buying the specialized ships. IAE Galaxy Base was $250 (WB CCUs) Carrack which is a stellar deal you will hold for years.
The ship isn't targetted for you as someone with a large fleet on your own. A modular ship isn't meant for someone that already has a fleet of ships and can choose between a number of more efficient bespoke roles. The point of a modular ship is for someone or a group to have flexibility without commiting to a single ship proffession or spend more on multiple bespoke ships. My thoughts are there will be three instances where the Galaxy will shine: 1) Casual gaming group's central ship - Take a scenario where a group has lots of causal players and one or more hardcore players invests in this ship. The hardcore players will play the game as they wish, in a smaller daily driver. When they decide to get together, they get a modular ship that can do whatever task they wish to do during that game session 2) Small org flagship that's working they're way up - A big capital ship isn't always on the table for all orgs and deciding on a dedicated role to build their org around game sessions for the same task every time can be annoying. The flexibility of modularly changing the scope of work would be nice 3) Solo player's high end 'not-so-daily driver' - Assuming the cost of this ship is borderline profitable, this could be a solo player's top end daily driver. Carrack may be a better ship, but it's also likely prohibitively costly to take out solo every day. A catterpillar also looks to be a really big target on it's own and be a bigger target with both it's repuation as a hauler, solo role as a trader, and lack of a snub ship as extra defense. I think a ship of this size is about the size you can get to use as a daily driver. Sometimes, you might have to run smaller ships if you had a bad run of luck to make up a safety margin, but I don't expect anything much bigger to be truly feasable without great skill or running in the red
Nice analysis. But let's not forget that the Galaxy - in ANY configuration - will be able to carry 64 SCU and a Pisces or so. Neither Apollo nor Expanse can do that besides their job. I will keep my Apollo but get an Expanse ingame if I feel like it. Nevertheless I got the Galaxy and like her looks and concept. Could it still better? Sure. But if a multirole ship becomes too good, the specialized ships make no sense anymore. Another aspect that might become relevant is the range of ships considering Pyro or bigger systems. Of couse right now it's unclear how far an Expanse, a Taurus, a C2 or an Apollo will be able to fly compared to a Galaxy with potentially bigger fuel tanks - but I think it will be something to consider, too, for the future.
This ship is especially useful for a player who intends to own only 1 large ship, but if you're going to own more than 1 large ship, you might as well get the ones designed with dedicated roles. On the other hand, people often sacrifice some utility for style irl with their choice for a car, and given the Galaxy's design esthetic, it's understandable why some might choose it despite its shortcomings.
Buy an Odyssey then: Better hangar, with a separate vehicle one, decent storage, a refinery (why would you mine anything else then Quant?) that can refuel the ship, same crew, better defences, a medical bay always there, with no need to go back to Cousin Crow. It is as papership as thins one and does not need Modularity or similar crap they cant get to work.
@@Leptospirosi already got CCU chains almost finished to an Odyssey and other large ships, and got a cheap base Galaxy using a bunch of discount WB CCUs (for the Carrack loaner), but will upgrade it later to a future large purpose-built ship.
@@Leptospirosi Odyssey refinery can only handle Quant and it can't take ore from any other ship. Galaxy can also refuel the ship in its hangar (As it has the same requirements as the Odyssey I.E. Crew has the equipment to do so)
that would be good but who spends $350 or $380 on one ship, i only know like 2 people out of about a thousand people ive played with that have spent less than $600 and are satisfied with their ships but for the most part anyone whose spent a $100 wants to spend more on more ships, usually, which also isnt a good thing, this is CIG scummiest point, but ya feel me like how many people do you know that own 1 ships and thats all they feel like they need, if they do props to them
@@DismayingHades6 That's a solid point. Someone who only buys 1 expensive ship and not more than that would be somewhat peculiar, but there are some players who do like to buy only 1 ship in each size category, and/or 1 ship in each role category. These players effectively exercise arbitrary constraints on themselves to stay within their spending limits and/or satisfy their own unique OCD parameters. For them, the Galaxy might be the ship to fill a hole (or a few holes) in their fleet. Still, your point is well-taken. I'm mostly disappointed that 1) it wasn't flyable, since there were only 2 other decent flyable ships this year (Scorpius and Corsair), and 2) that the LTI modules were only offered in packs, not standalone, so it felt like a cash-grab from players with LTI-OCD.
I think when you try to compare a modular ship with a single role ship that you will notice that of course the single role ship is better. Because the single role ship was designed to carry out this task while the modular ship is build for you to switch between roles. Also just a reminder with the Galaxy Refinery module you get storage for raw and refiend ore. But the Expanse only has the saddlebags. Which in return means you need a ship to get raw ore for the Expanse and a ship that can store the refend ore. Now to medical you get a Tier 1 bed where you can respawn at, two Tier 2 and 3 Tier 3 so enough space for 6 Players. A Hangar for the wounded to land or get landed in. While Apollo is a rescue ship without a hangar so you need to dock or land to get a Player in there. And here we are finally the Cargo module. I think alot of Players will use this for transporting Cars or hoverbikes but howerver they use this there is still enough SCU to transport around. Yes the Hercules can also carry Cars and even Tanks but this one is really for a choice between looks and SCU. But whatever we discuss here isn't really important because everyone will choose for themself and right now we can only talk about the future. We will see how the Apollo, Endeavor, Expanse and also the Galaxy are going to turn out when they are finished. Because we don't know what if you choose the Endeavor as medical but for a Ground war and it would maybe need a SRV to get it in and out of Orbit. Maybe the Galaxy can fly in Orbit maybe not who knows.
When it costs you time and money to swap modules (that you have to transport losing you more money and time) you'll get to the point where you should have just went with the dedicated ship. The refinery module was almost worth it, but the hangar size is too small to fit a Prospector. Now the charm of it being a large ship is useless due to it being stuck to the range of a Prospector. I COULD put the Prospectors on a Kraken, but then I'll just opt for an Expanse to refine the materials. Medic module is completely beaten out by an Apollo Cargo module will be full of the other modules you'll be hauling a lot of the time. And is just generally worse than similar sized ships. The ship sucks
@@PH03NIX96 I don’t think it sucks. Everything is opinion anyways.. I’d rather fly this ship than a C2 for cargo. Rather have it for refinery options too over the Expanse. Haven’t used much for medical in the game with how the respawn works so yet to be determined. Plus it has style points over all the others for me.
@@PH03NIX96 what ? if you want to swap ships later you also have to invest time and money to get them to you. the refinery module is worth it cause it can at least defend itself and the miners. + it has at least cargo for the refined material even if its just 64 SCU. medic module the same .. you gain defence range and other abilitys like carrying a snub (can be the c8r medical). it has more beds than the apollo, also if ur called to a beacon and the pirates are around u wont do mutch with the lousy armament the apollo has. why is the cargo module worse than similar sized ships ? with 576 cargo ? good armament, is build to handle 32 SCU containers. and has a snub (can be defensive one or c8r if anything goes wrong)
it comes with a carrack loaner... and you buy the modules you want in game (i never buy the modules with real cash). you have a refinery or a medbay with a landing bay, it also says there are going to be other modules in the future... also it is a good ccu chain, because you know it is going to go up in price.
The way I see it, $1000+ for 3 different ships to do their own specialized job, or $530 for one ship that can do 3 different jobs - albiet at a lower quality/capacity. You're trading this quality/capacity for flexibility, and I think this fits less for people who already have a large hangar of ships like yourself. Definitely a great option for small groups or orgs who don't have the store credit pool necessary to ball out on super specialized ships, while still providing fun gameplay loops.
but is it lower quality/capacity ? i mean esp the medical module .. its literally the only large hospital ship we have in the 100 m category. the apollo is 50 ish m and has less beds and capability, the endeavor hope is 200 m . apollo has no cargo nor armament to defend itself.. refinery, same ? but it comes with the ability to defend itself and the miners if its needed. also has a snub to do scouting and extra cargo for refined materials. cargo , yeah its a good cargo ship on its own and build with the 32 SCU containers in mind. that is a big + for me. 576 cargo is okay for the price + the extra capabilitys it has
get a carrack, i wrote a whole comment about it you may be interested in reading it. strg + f that bitch. its a little bit of a hot take but i thing it illustrates the larger issue at hand with this ship
Completley agree with you, this ship is not great in it's current state. CIG have shown they do increase the size of ships and rework them. The idea of 2 modules you can swap out would be awesome though. They have said there will be more than just the 3 types of modules as well (I think they said that?) But you could even run 2 cargo modules and that would make it a much better cargo hauler then. This ship gets super exciting if you can slot in 2 modules
What i would really like it to be, is a M2 rival, as it got slightly more scu, hangar, its built to feel armored and yet lighter (thanks to "holes" in the hull... kinda like spongious bones, beeing tough yet light due to the framing inside). Maybe something in sweetspot with medium armor while cat got light (but its cheaper and got same scu, no hangar tho command module fully autonomous with QD), and M2 get heavy armor, bit more firepower but its military and heavier with slightly less SCU. And maybe receive some sweet special modules making it usefull, and yet not redundant to others.
My only retort would be that I could get both Refining and hauling in one ship, which reduces the logistics of getting ships out to a mining operation for a single player, like me. If I could also put a Prospector or ROC in the bay for transport, in addition to having the refining module in place, that would be close to the perfect package for a lone miner. You would have transport, mining, refining, and freight, all in one package. But your points are all valid if you have a team to all fly the individual ships, otherwise, as a single miner, I would need to do something like, fly my Carrack out to the location with my Pisces onboard. Park the Carrack, suicide, wake up at home, grab my miner ship, fly out to the site, suicide, wake up at home, grab my transport, fly it out to the site, etc. etc. Then when I am done, set my spawn point on the Carrack, and do everything in reverse.
This is a really good analysis. Cloud Imperium is still a small enough studio, who still seemingly pays attention to its fan base. Here's hoping someone see this and it has an impact
Small my fucking ass, and they do pay attention to their community A LOT, they went through 3 major flight changes and did ship changes just because a small minority whined about it. They have 700+ employees across 6 studios? They are working on TWO GAMES, that's how many people they got and STILL put out active updates. The put out more updates for SC than most AAA companies do on their flagship released games.
Yea, a complete medical galaxy is 380+90+65 = 535 USD to get a complete hospital ship with a C8R to get complete usability of that ship. Now, the ship is large, so it sits between the Apollo and the Endeavor, and the endeavor will cost a shitload in comparison when it's made. BUT...the Endeavor cost 350+75+75 to get Ship+Hospital+Hangar. Then we add TWO C8R to fill that regular ship hangar... - 565 bucks for an Endeavor Hope Hospital WITH X2 C8R... - 535 bucks for a Galaxy Hospital...with 1 C8R... The Endeavor sounds more enticing. But, the latter is a capital ship so the cost running and missions it runs will be FAR larger and more complex, and more complex to run. And it cannot land on planets.
I think its a mistake to consider the prizing at this stage to represent value, it represents what people MIGHT be willing to pay for it. Its about funding, we dont have a clue what the end product might be, how it will be prized and how other ships will follow. Thats why i feel like its apples and pears, we have no real frame of reference. There is still not one ship that is "finished" and until we get to that point its all guess work.
The only thing I could say is maybe for some people, they would only buy one single large ship, and this allows them to change what that one big ship is. Even then though, I'd think its more important to have a GOOD ship if its your only big ship.
The problem with only one big ship, if it gets destroy you have nothing to do while waiting on insurance, but in this case if you have 3 ships and one is destroyed, well you can pick on of the others and still do something.
I think there a better all in one solution like the carrack as I believe its designated cargo space will be module in the future. I mean they are already detachable and separate this would seem like a missed opportunity or even a shadow ban for being too useful, but we will have to wait and so how CIG handles it
i mean it is a great ship for all 3 of those roles imo. it is one ship to learn how it handles in space and atmo for 3 different purposes. it is a single ship to move from a to b not 3 with 3 different trips or pilots, its not about being the best ship for a singular role sometimes its about time. it is about having a ship i can use for multiple roles without having to waste my time in-between those loops. also it is more about funding something and not value of the ship, but if we wanna talk value the base galaxy is less than a carrack and will give you a loaner of one. how long till the galaxy releases? how long will someone who bought the galaxy have a carrack in game at a huge discount? there are a lot of things to look at when it comes to this ship, i think one of the most important is that the game still has a really really long way to go and trying to valuate something now, at what it may or may not be able to do in the future, doesn't seem like a fair assessment.
I bought The Galaxy, based on the loaner ship, the Carrack. I figured it'd be a while before the Galaxy is flight ready. Since its still early concept we are all guessing on what the finished ship will be. The best part about buying ships is being able to upgrade with the initial money spent. Good breakdown though.
I really wanna get the ship but what you're saying is right on the money with it not holding up in any function for the price point. I love the aesthetic of the ship so much so I'm really hoping they make it more worthwhile.
Bro if u don’t like the price just do what he and get a specialized ship for each gameplay loop the modules fulfill. He literally shows it’s cheaper *in the video*. “Not holding up in any of its gameplay loops compared to similarly priced specialized ships”… that’s because it’s multi-role, ofc it’s not gonna be as good at a certain gameplay loop compared to specialized ships. Seriously the most brain dead argument I’ve heard about why this ship sucks.
As someone who doesnt have the money to have large fleets full of dedicated ships, the Galaxy is a great option for me to HAVE options. I only have to spend for one ship, and suddenly I have access to 4+ gameplay loops and all i have to do is grind in game for modules.
exactly this, so many people in here are ok just buying like 10 ships that are each $100s. That's great if you have the money but not everyone wants to spend $1000s in the game to enjoy all the game loops
Personally I feel like the galaxy makes a great support ship especially when I go out to haul or go on large mining operations. But at the same time just like the Polaris, I hope they do take their time with this ship because they have shown that with every build, they learn and hopefully they do make some improvements with this ship. At least so you can better defend yourself especially with so much valuable cargo that could be hauled in this ship.
In systems coming in like Pyro where Hospitals/Refineries won't be readily available, the Galaxy makes perfect sense and it has just as much, if not more weapons, as any specialized ship in the same categories . The thing that I believe Sux, is that CIG gave it only 1 shield generator. Unless it has armor, it's a sitting duck, even with an escort. It is very disappointing to me, that CIG Thinks every player is going to be roaming around the verse in large packs and designs their ships with that mentality. IMO the need is ballance, less weapons, heavier armor/shields. It should not matter if there is 1 ship or 10 .
I think depending on how modularity will eventually work, and how the priving will be balanced, they might make ships like these for a person who wants 1 particular ship to do the job of 3, albeit not has amazing as the other 3 ships but without having to spend twice the money. Assume, for example, this ship costs like 10mil. Assume a decent cargo hauler, a heavy miner, and a space hospital all cost like 5-10mil also, so average of like 20mil. Maybe more like 25mil. Now if effective modules were only like 1-2mil, you're still saving like 50% of funds on a single ship instead of 3, while being able to do multiple jobs better than an actual multi-role ship would, but just not as good as a dedicated ship that also couldn't do more than 1. I'm not saying it'll be some game-breaking amazing ship, but I think it could be an effective ship for certain players. But that's what I like about SC - as long as a couple of being like a ship of a certain class, size, cost, ect - then imo it's worth making. Think of cars in our modern day - no everyone wants a Jeep. Or a Ford or Chevy. Or an import or exoctic - plus everyone might use the same car for different reasons. But point is - someone is using them, and some of those people might even die for them.
The Galaxy is going to be a jack-of-all-trades, but master of none. There’s not really anything I much like about it: the design, the hangar, the modules (and pricing).. the only thing I like is the loaner Carrack for years for $350. It was a very easy pass from me, along with the Corsair, which I also didn’t much like once I dared to try and fly it in atmosphere. I would rather have a dedicated medical ship, or a dedicated cargo hauler (Caterpillar post re-work plus RAFT for smaller/rapid) etc. Poor shields will make it weak in combat, and not very good for exploration vs the 600i or Carrack. It’s hard to not see this as a money grab, and concept cooked up to give them a project to finally deliver first pass modularity before they work out how to implement this in all the other ships. I’m with you, the Endeavour is a vastly more interesting option where modularity is concerned. I have a base Endeavour (will earn modules in-game as a target) and CCU’d to it for $285, which really shows the Galaxy is not good value at all. Another issue with this ship, which to me seems to be ‘own one ship instead of lots and have access to all these game play loops’, is the time/cost for switching out modules, plus claim or delivery times if destroyed for example. By contrast a multi ship fleet, you pull another while the claim takes place. It’s really just not a great option on every level, and the idea anybody should be paying for a Galaxy + all modules for nearly $600.. nooo way.
i mean getting just the 3 ships expanse,apollo,c2 is 800 bucks .. and expanse can just do refinery , cant defend the miners + itself , same goes for the apollo if a pirate waits on the wreck you want to rescou someone ur done it has barely any armament. c2 is actually good, but tbh the galaxy cargo module was made with 32 scu containers in mind .. that something i rly like , esp with the cargo changes around the corner. you cant ignore the benefits of the base ship if you compare them with an apollo/expanse or c2/caterpillar.
buying all the ships you named is much more than $600 so not sure how you can say this isn't a good value? At the end of the day a modular ship will always end up being a better value, but the trade off is time to swap out modules and yes each one likely won't be as good as a dedicated ship would be.
In my opinion, this is how they should fix the ship: -Big enough hangar for prospector, would significantly improve mining gameplay -Let pilot control the guns, will have less capacitor and will be gimballed for balance -instead of 1 big module, split the space in 2 and have 2 modules in stead, so can do 50% cargo and 50% medical -too much crew, id reduce the crew size by 2 to 4 crew members and replace the space with a medical bay for crew, would be useful if you want to use this ship as an exploration ship -having more cargo would make it more competitive as a cargo hauler against the C2 -Add some sort of ramp or lift to the rear hangar bay so you can store ground vehicles instead of spacecraft -seriously, 1 large shield at that scale, its literally same as connie, should be atleast 2 shield generators or good amount of armour -Some sort of exploration module
100% agreeing with you. Rather just use a carrack and call it a day, if I need to refine Ill use an expanse. If CIGs marketing team was in touch with their players they would of released this as a large refining ship which would be compelling. The best thing about this ship is you get the Carrack as the loaner for $350/$380 to me thats a pretty good deal especially if you game CCU chains you can get a carrack for sub $250.
Well, they wrongfully advertised it as carrack rival while carrack (much more expensive) cover lots more roles and isnt at all in the same class. I mean carrack have heavy anvil armor, Drone bay, repairing component bay, same kind of hangar, less cargo but 'module pods', medbay built in, and also, carrack is much bigger at a 130m! Caterpillar would have been the perfect rival... And later they might get rivals in modules too. For cargo they are really close and i kinda hope "medium" armor for galaxy could justify its higher price.
I like the ship, but they have not explained in a competent way how the player is supposed to get the refined material off the ship in the normal process of selling your refined materials when physicalized inventory becomes a thing and you have to unload your own ship. No lift within the refining module, hangar can't hold a ship that can transport the cargo efficiently, and the docking collar is on the top floor and the storage for the refining is on the bottom floor. It's a good ship.
A lot of comparison with the modules are flawed. 1) The Cargo module has a tractor beam gantry which would make loading and unloading quick, similar to the RAFT. The C2 does not have that so loading abd unloading would be slow and expensive. The Cat also does not have that but its cheaper to operate, hence why for some, its better than the C2. The Galaxy cargo is between the Cat and C2 but has the quick loading/unloading, flexibility of modular and shuttle bay, hence its value. 2) For medical, the Hope is slow, lumbering beast that cannot land on planets its basically a mobile space station. It can take lots of patients BUT it will take dozens of people just to run it. The Apollo is small and can only configure one bed type at a time (six Tier 3 or four Tier 2 or two Tier 1, not mix and match). The Galaxy medical is the middle with all bed types and it is more manageable than a Hope but more flexible than an Apollo. 3) For refinery, its pretty straightforward. It has more capacity than the Expanse so its meant for mining operations in deep space, not Stanton.
One crazy idea would be to make the front portion a railgun and the module portion of the ship would just be a large area for bigger size components to power said railgun.
I don't think the galaxy is necessarily useless, its just grossly overpriced during the concept sale in comparison to other ships in its class. SCU is about the same as a caterpillar with the cargo module, but cargo access is significantly worse. The C2 hold significantly more cargo and is $30 cheaper than the warbond version of the cargo galaxy. They can't say modularity increases the price because the caterpillar says hi. So the base without a module should be priced below a caterpillar and with a module should either equal a caterpillar in price or have a slight markup for "new ship tax." It should not be $100 warbond more expensive than a caterpillar and the empty base version certainly should not be at or above it. It can hold 32 SCU crates, but so can the c2 for cheaper. Additionally, the refinery version should not be more than $30 more expensive than the mole, since its basically what the expanse is to the prospector. If it were in the $300-$400 range, the medical variant would be balanced against the apollo. So overall a way overpriced concept ship.
Kinda disagree with you on lack of use. The issue with is it that its not just a ship, its a ship in a verse, and nearly every other solar system coming is significantly bigger and has far less infrastructure than Stanton. So having to buy a hangar and insure/maintain multiple ships, is a hassle. One ship to maintain, one ship to insure, and just some additional storage for the other modules, could be excellent for a small org or solo player. 500+ cargo is decent for a long range ship with decent shields and guns, sure it's weak solo, but in future, cargo ships won't run solo. The medical function is comparable to an Apollo, a much smaller, much weaker ship with likely worse range. The refinery function is comparable to an expanse, but again, better protected, better suited for frontier work. Plus the additional unknown modules, which (let's be honest) will probably be performing other common game mechanics too. Is it ideal for all circumstances? Nope. Is it the best in any field? Nope. But is is better to pay for, insure and maintain and stock 1 ship with a smaller crew, than many ships with a variety of crew requirements? Yes, at least in future it will be. This is pretty much the same story with many 'jack of all trades' ships. As for 'running to a hospital'. It doesn't need to, it is one. You only need a 'real' hospital for large casualty numbers, but this is fully comprehensive medical services for a small team or org, with a tier 1 bed as a spawn point. Cutty Red is great, as a short to medium range ambulance at best, but the Galaxy can completely heal people, even the Carrack will lose that function in future. As for the Endeavour? it's great, a nice modular ship with good medical emphasis should you want it. It's also less defended and more fiddly, with more modules and with a higher crew requirement. It's a 'big org' ship, while the Galaxy is a comfortable 'small org' ship. And the Endeavour is only cheaper >now
The deal with this ship is range, and space for a small vessel like a Pisces. Let's say you have a Cat, A2, Carrack, Raylen, Odyssey... you can run cargo locally in a solar system and bank it. Then it just looks awesome. In the end it is a game. You are not running Maersk. It is nice to switch scenery when you are onboard and have some fun with your RSI
Yeah it was pretty underwhelming, If the hanger was big enough to put a prospector or a ramp for a roc it would be useable. But the dump thing is that once a ship reaches a certain size they would realistically have a minimum standard med bay.
yes of course dedicated ships will perform each role better but if you add up the cost of 3 dedicated ships it will be much more than $530... the point of these modular ships are to save cost. Especially if they add more modules (which I believe they said is coming) it will end up costing much less in the long run to own this with say 5 modules rather than 5 dedicated ships. If you have the money to build an entire fleet of the best ships for each role that's great, but not everyone is able/willing to do that and I think it's nice they're giving players other options
You need to compare the complete pack to 3 ships that can do the same functions, I calculate that it'll be just shy of 1000 for 3 individual ships or 530 for the complete Galaxy pack. I agree that a single module version of this ship would be inefficient.
As a versatile generalist, the game would be unbalanced if it could compete with more specialized ships at anything. If you and a group of friends are going into a remote star system alone, this is the ship you're going to bring to make sure you've got all your bases covered. Perhaps you also bring a few fighters for combat, and you're going there to mine so you need a few mining ships. So you have 2 roles where you're bringing specialized ships because you need to actually be good at those things, this ship covers all the other roles adequately. You don't need those roles to be covered excellently, because those aren't the types of gameplay youre out there to accomplish, that's why it needs to be there but it only needs to be adaquate. Taking specialized ships for everything would mean you'd need more people to operate them, it'd cost vastly more, and you'd have to manage more individual ships, which is a distraction. I don't think this ship is useless, I think it's likely going to end up being one of the most practically useful ships. Whether you're looking at things practically vs a theoretical ideal situation where you've got limitless time and resources is important here.
The Galaxy didn´t convinced me too, your points are valid, plus, it looks like a warship, but is industrial. The design would be nice to place turrets on it 😁
Okay I listen to you but I have some problems with what you said and think that you are not seeing something that the Galaxy has. It has a hanger bay. It can use support craft for each of those modes. With that said name one transport ship that haul cargo and a small ship with out loosing cargo. Name one medical ship that can haul a small ground vehicle and a small ship. Also the medical ship has to land with out discounting parts of itself. Name a refining ship that again can haul a small ship inside of itself and refine raw materials in two refineries. Yes you can buy other ship small than the Galaxy but none are multi use as it and has a hanger bay. Big ships like the Galaxy or even bigger are not fly alone ships. They are what we call in the Navy fleet ships. They need other ships to fly with it. That's unless you're doing illegal cargo runs.
Just bought the galaxy a few days back, and I do not regret it. They will make significant changes to it, I'm sure. What I like to see is an increase, even so slightly, in armament, especially for the pilot gimballed size 3 to keep the pressure up. Cargo slots in the hangar should be made modular parts, so you could throw in medbeds t3 or one refinery in there.
great video! your point about expanding to allow for a second module makes a lot of sense and would solve almost every issue you brought up regarding the ship, allowing to truly embrace the 'jack of al trades' ship that CIG is seemingly going for. we can only hope theyll see videos like this!
8:40 IMPORTANT note which actually supports your argument perfectly -- the Retaliator fits 2 different modules at the same time. You choose which front and back mudule you want to have installed. so if the Galaxy could install 2 modules of your choice by making room in the forward hull, that would be much better for it.
the ship has 72 or 79 CU plus the module so it is close to 600. the hospital has class 1 beds , *which is the same on the 890J* and the refinery can do more volume . I think it will be better than jack of all trades like the carrack. But let's be honest this ship will not be out for at least 3 years. when it is close to come out it will go up to 600 dollars. At least for now it is a cheap carrack since it comes with a carrack loaner. so I get a carrack to explore pyro for 350 and since it will gaine value I could change it into a carrack or perseus later on.
IMO I won’t give up my carrack over this ship. If I get it it is clearly for its looks. The carrack already comes with a hangar. Room for cargo, a med bay and room for vehicles. Why get this when they broke apart all the useful features.
The other issue is with a dedicated ship you can just claim the dedicated ship to move it around. The galaxy if the modules work like ship components then you would need to also transport the modules around or have the galaxy always have to go to the same place to swap the modules. We do not know how much space modules take up in internal storage so that may also be an issue too. I also agree modularity should mean a ship should be able to have at least 2 modules equipped to it. The larger module being its primary purpose then a second module to fulfill a secondary purpose. This way sure the dedicated ship is better for that dedicated job but the modular ship still has some use being that it can do 2 jobs.
Useless? Ok lets do maths: For 380 bucks you have mobile home with everything you need, hangar, basic cargo etc etc. Your daily driver. OK its quite big but everything change when modules kicks in. *For 70 $ you get 512 SCU of cargo, 512! So the only ships that have simmilar cargo is Caterpillar for 330 bucks or M2 which is more than 400. But you get 512 SCU of cargo for cheaper than Hull A. *For 80$ you get refinery module. Cant say too much about that since we dont know much about refinery job yet but cheapest refinery ship that is possible to have is Expanse for 150 $. *For 90$ you get big flying hospital with 6 beds (t1 - t3), For such price you are between C8R with one T3 bed or Cutlass Red with 2 for 130$. So for 380 bucks you get realy decent base to fly around verse and for a little more than starter ship price you get another functionality which would cost you much more than whole package if you had to buy every ship separately for its role. Its not armed well? It has freaking 3 turrets with 2x s5 guns. If they are remote that means it is realy likely that single operator would shoot them all at once. Have you ever flew redeemer and saw what single s5 turret can do? Defence: CIG clearly stated that this ship will get much better protection. So yeah, its clearly useless down there.
The influence of the ship is great. People who want to invest in more in fun and multi roles at the expense of higher value, it brings balance the game when you don't only have good choices. But you cannot just bring a weak ship to the verse without any value in return. To sum it up, we want more exploding pinatas in the verse, its a win win. They enjoy many game loops and party play while others value efficiency more. Remember, most people would be average, here for the chill fun. This is two playing mindsets that bring better balance to the game.
They should either move the entire living section of the ship forward to use the space that the nose provides and give the ship a significantly bigger and better hangar that can service vehicles the size of small and medium fighters or give the option to replace the hangar with a 2nd module
swiss army knife. Jack of all trades, master of none. Stops people from having to buy tons of ships just to explore different roles. Same reason I use my MSR for things outside it's natural use. It was a good pick for general roles in the current game.
I'm upgrading my Galaxy to Anvil Liberator as soon as its value goes up. Just smash an Apollo onto it and it becomes a better mobile hospital than Galaxy with medical module 😂
As a counterpoint, think of this ship as an upscaled version of the Cutty Black in that it's a jack of all trades, but isn't exceptionally good at any one thing. The Cutty Black can do ship combat, bunkers, ROC mining, and cargo hauling for example.The Gladius and Arrow are cheaper and do ship combat better. The C8R Pisces is cheaper and does bunkers better. The Nomad is cheaper and can do ROC mining quicker. The Hull A is cheaper and can do cargo hauling better. The Cutty is worse than any of these ships at each of these activities *and* it's more expensive, yet it continues to be one of the most popular ships in the game. This is the point of ships that can do many gameplay loops. The value (and cost) comes with having a single ship that you can use for many different activities instead of having to manage a fleet of several different ships. There's a huge convenience bonus there and there are people (like myself) that are looking for exactly that, even if it comes at the cost of being just decent at any one activity. I see the Galaxy the same way, it can do many things decently but nothing exceptionally well. For somebody that only wants to buy a single ship, the Galaxy is ideal because it will let them take part in most of the gameplay loops and have fun doing whatever they want from a single ship. For somebody that's okay with owning many ships, of course it makes sense to have a fleet of ships each specialized for a thing you want to do, but that's not everybody's cup of tea. Just because a ship isn't the best in the game at any one specific game loop doesn't make it useless. The mere fact that a ship is capable of many different game loops gives a ship value, regardless of whether or not a better ship exists for one or more of those tasks. Also, I think the Galaxy looks like a hot-rod star destroyer, and that's dope. All that said, I totally agree with you that having more usable interior space would be awesome and is definitely something they could do. Having a second module slot would be even better, but I don't really see CIG doing that since they've already set the price with the intent that it only carries a single module. I'm definitely on board with the Galaxy, although I'm just planning on pledging the base ship and then buying all the modules with UEC in-game.
It has value because you can modify it for your needs at speciffic time. Dedicated ships are useful only when you are doing the job they are ment to do. What about the rest of the time? ... With galaxy you have more diversity.
i mean you have to bring the ship into the docs to change modules and cant do anything with it or the other modules while it changes. so having other ships is actually nice ... also if its destroyed you cant do anything with the other modules. ofc if you invest over 100 bucks into a concept you will have other ships already...
There are a few problems with your point of view... You mention that it is an average transporter but it seems to me to be the least interesting option and you don't look at differences such as the size of the fuel tanks (both normal and quantum) or the difference in radar size and the number of on-board computers, but this is only the beginning, because if we take into account the hospital option, instead of a medium ship with a limited range and almost no weapons, you have a ship with a much longer range and weapons at your disposal, which, due to the shields, will not have to be afraid of fighters and even some medium ships, so it will be a valuable member of the squad, not a burden that needs to be escorted from one gas station to another and finally the flying refinery has the same points relating to Expanse but here you can see the disproportions even more because this ship has only small components so it will actually be a more of a starter ship for flying solo unlike Galaxy which at least on paper should be much more efficient, which means less processing time and more materials, which in turn will translate into much higher revenues, especially if you take into account again the differences in range and the fact that the minimum number of crew needed is still one man. If you compare similar size dedicated ships Galaxy will be ineficent but currenlty we dont have this ships in game or in concept.
It’s a useless ship because your paying for a ship that at its base has little to no use. I think when people realize they have to goto a ship yard to change these out, so it costs time and money, every, single, time, they want to do other stuff they’ll ditch it for a ship that takes less time to just call up to do said activity. By the way, there’s a TON of visual flair on this ship. Worthless.
In a nutshell, I think your point is that you pay a premium for the modularity of the galaxy, but does not excel at one of these roles. And secondly it’s all or nothing, where you could buy individual ships and with the same number of people could fly that fleet and do all at once
This ship isn't designed for making sense, it is designed for selling purposes only. People buy this ship, because it looks beautiful. Everything else is just a counter measure to lever out any doubts. So people think: "Oh, I want to own this ship" - but it is so expensive. "Oh, look it has modularity and therefore have many uses for." - at that point everybody with enough money in pocket already bought it.
I would say the best course of action would be to use the front area for smaller version of a an additional module. So let's say you bought the medical module and the refining one. You could then fit a primary with its full capacity half the capacity of a different task.
One Ship that you can respawn and heal and refine and carry cargo/vehicles is better than having several ships. I'm only one person, and with this one Ship that I can enjoy having several purposes would be great for me. To be able to travel around the different systems in one Ship is what I'm looking for. I did purchase the Banu Merchantman due to having a huge cargo space for vehicles and cargo and a med bay, and stores to sell goods to turn a profit to support myself. However, I might melt my BMM for the Galaxy. I Just have to wait until both ships are out and then decide if it's better to keep the BMM or get the Galaxy. I just want a home base type Ship to jump around the different systems in. Thanks for the topic.
All ships will have a purposes eventually. Till the game is flagged as "finished" (no MMO is never finished) everything is supposed to change. The good is that backers can melt their ships, try something else then claim them back.
The Expanse is not ment to be a refinery ship. You cannot even sell the Quantum fuel it is going to be able to produce. The main goal of the Expanse is to be a long range exploration ship. For the medical game loop it really depends on in which direction the game goes. It cannot see the need for more capacity of med bed. Except the recover process is going to be slow down where it takes hours to recover.
But, my duder.. its not worth it because it's best in class in any one task... its worth it because its competitive in all of these things for its weight class, and any ONE module will pay for the rest with even minimal gameplay. You could not grind your Cutty Red medical gameplay to earn this ship anywhere near as efficiently as you could use this ship to earn that cutty red. And in terms of not having any gameplay outside of modules, its an effective pocket carrier with that confirmed base SCU in Addition to having any ship fitting its XXS pad as well. And, despite having no cargo grid, the mid-section as well will have usable empty space. As a big Galaxy shill, id love to speculate more sometime, you active on discord?
Still, I think the Endeavor is a better deal. How easy would it be to grind an Endeavor with a Galaxy VS the opposite? + pretty sure you'll get the Galaxy as a loaner with Endeavor (I love the Galaxy tho)
@@valvilpro oh i totally agree there. Endevour the better option by a mile, except that it will almost certainly be harder to crew as it gets its expected size increase. So my argument would be something like "you may be unable grind a galaxy with an endevour because you lack the crew, but you may be able to solo a galaxy, making it one of the largest and most versatile solo grinding options." Then again, maybe with AI blades or "gired" crew you may be able to somewhat solo and Endevour (and it is still the better Deal regardless)
better version of it ? if you buy the apollo,expanse,c2/caterpillar ur at nearly 800 bucks. if you want the endeavor hope class to the expanse and c2/caterpillar ur over 1 k .. the cargo version has 576 cargo , firepower like all 100 m ships and better , a snub and it is build to handle 32 SCU containers , with the upcoming changes to cargo and the moment you have to load the ship urself this is a pretty nice thing. c2 is 400$ and caterpllar 330$ the medical version has more beds than the apollo, also comes with more firepower and can also field snub (c8r medical variant), and has cargo. the Galaxy is actually the only large medical ship we know right now , the endeavor is 200 m capital ship. thats a complete diffrent class . Apollo was 250 $ the refinery module is bigger than the expanse one so it can refine more material at once (less refinerys in general) but it can store the refined material in the 64 SCU cargo. also it can double as security for the miners and itself. expanse is 150 $ it offers actually more than the apollo or expanse would alone and ofc comes with a higher cost. only the cargo variant , there you should know where your focus is. if you want 384 cargo and nothing else get a hull b for 140 (?) $$.... the view you have is pretty screwed, you also have to see the added capabilitys of the galaxy over an expanse or an apollo(even a endeavor) instead of that low effort comparison you did.
They need to cut the modules in half and allow us have "two" modules that allow us to mix and match. Oh, and they need to give back the XS landing pad they conveniently accidently said it had during the initial 24 hours of the sale.
In the current ptu, the Galaxy is useless yes. However, in pyro and other systems that are significantly larger than Stanton (in terms of distance between planets/moons) only larger ships like the Galaxy will be viable. So as the game ages the Galaxy will be as common as a Connie.
I've spent way more on ships then I want to admit but I refuse to purchase any more "modular" ships of any size until the ones waiting (both concept and currently flyable) for modularity are given the feature. The Galaxies "selling point" is Modularity.. but its not in game and its no where on the road map.. CIG has zero reason to even work on this ship until its REQUIIRED feature set is available. Then lets talk about what your getting for the price.. the "Usable space" in this ship is HORRID compared to others. You could stack a Connies "usable" space on top of this ship and the Connie is either the same or more space. This is obviously a cash grab and I know that CIG needs to do this but at least pick a gimmick that hasn't already been used on SEVERAL other ships.
So I was going to discuss my different opinion, but I think one quote says it all "A jack of all trades is master of none, but oftentimes better than a master of one". I think that sums up the Galaxy. I agree other ships do these jobs better but all of those ships together in price more expensive than Galaxy. I see this ship as value to someone which wants to these functions without needing to crew all of the larger ships. FYI, I do not own the Galaxy. I thought it was way overpriced and especially since not in production. Nice Video!
This!!! CIG needs to provide options to players who don't want to invest the money in buying an entire fleet of ships. I also didn't purchase this but I love the idea of providing ships like this to give players multiple ways to play.
I would agree, not that I condone purchase of concept ships. But your suggestion is valid. I personally think the inverse option is what hurts this ship. without a module this ship is litterly nothing. if you bought the hull it has no function until you buy a module If this ship had a base function that you could expand on with modules or change that would add so much to the identy of this ship The easy thing would be to make it have cargo by default, a large internal bay with a lift that could also double for vehicle transport. then make the cargo module + that supports large cargo containers racked to its underbelly with a tractor beam so it can quickly unload and load cargo. this would give it an edge over other cargo ships and would make it a sweet upgrade from the raft but allow you to sway out different things. As for the other modules they just seem too expensive for what they offer. If the refinary also came with a size 2 mining laser turret than this would be a nice upgrade to the prospector. but regardless how you slice it where it stands now it is neither a jack of all trade nor a master of any.
Having a single swappable module is a bad idea in a ship of this size. You have to go to a specialized location, have the modules physically there, and it will take some time for the ship to be outfitted. For all that flexibility they marketed, Galaxy will always just be a very subpar ship for actual gameplay. Maybe go around taking screenshots while actual useful ships like the Apollo do the work. Only good thing about catching the Galaxy sale is to pickup a cheap ccu
There's a simple rule exists. If something is good at everything, it's not the best at anything. But maybe... maybe... that modularity makes the very existence of different ships obsolete.
The galaxy's huge amount of unused space really bothers me. This feels like a Constellation amount of space fit into a huge Hull. The fact that you can't even use the modular room without a module makes the base purchase of the galaxy almost a scam
Why does a ship need to be the best at any one role? Is it useless or just different? Should there only be one light, medium, heavy fighter? I have a Hull C, it was cheaper than my C2, should I sell my C2? Its way too early to be calling a concept ship useless, especially when comparing it to other concept ships, ships with features that are still in concept, and even more so a concept ship that is based on gameplay that hasn't even entered the concept phase (Endeavor). Hell, the "modularity" is still in the development phase and might drop back down to a concept feature (again) before long.
I agree and disagree. Yes this ship is not for those try hard players that want to min max a game loop, this ship is for the big spenders that like the look and want to play the game casually, with no stress or worries, while also being able to test and do many different loops whenever they feel like it. I appreciate this idea and I think many others do too. My issue with this ship though, is the wasted space on the sides and front, as you pointed out, and the modular space being nearly empty and useless whenever you don't equip a module. That last point is frankly absurd, an empty module slot should ALWAYS be considered as cargo space, the cargo hauler module could add speed for loading and deloading the cargo, but the space should be the same.
They call it the connie's big brother yet it seems less heavily armed. Wish they'd made it a true star destroyer, not just in look only. Shitton of missiles, some mid-size torps, more guns and it would be so much fun.
I think that if you would have come from a background of when this game first started you might have a different side of things. This ship will be very valuable.
Whe discussed the ship (why not to buy) in our group too. We end up with, we already have all the ship roles we want. My personal help was: We have in a group of about 10 players two or more Liberators where we could put ships like modules on it and this seams to be superior. As the Galaxy needs more than two players to be functional, there is also not the hoped benefit for a single player.
My biggest issue with the ship is that the rear firing arc is not there. The shields are weak, it is slow, in a nutshell it will be a loot pinata. I was planning on upgrading to the Perseus, but I really want one with a medical bay, slightly bigger with more cargo space. So, when the Galaxy was announced I was excited. Once I saw it, I was let down a bit, once the QA came out, I knew I was getting the Perseus and so I did.
I CCU the galaxy for $5 because once it goes up in price (which is what usually happens to these types of ships) I will use the store credit gained to get something better.
My friends owns a carrack and asked me what I think about melting it and going for a galaxy and I said this would be the worst SC decision he could make period. let me explain, The carrack is basically the concept our dear friend here tries to advertise for - multiple modules. even if it is not specially designated as a "module ship" it just inherently has them namely: Engineering module, med bay, cargo module (which in their pod form look very exchangeable for maybe additional modules like refinery in the future) So, you would be trading a ship with multiple modules best in show years in a row for a half-baked ship that will get out performed by any specialised one. The carrack is what the galaxy could be best case scenario, and this is my issue with this ship it is obviously outperformed by specialised ships but also by its modular peers such as endeavour caterpillar and carrack. If you are not a huge fan of the optics, this ship brings nothing to the table. Its combat abilities are also not really a thing to speak of. And if they do decide to keep refinery modules from a carrack or a caterpillar, they are abandoning logic and fun for the sake or keeping a bad concept somewhat relevant which I can’t believe they will do. But for all you galaxy owners there is a sliver of hope, I believe we will see it sooner then we think. As CIG is now starting to design ships in a pipeline as with the crusader ships, combined with the fact that they are working on the Polaris a fellow RSI ship they might continue the trend and use the assets and design language established in the Polaris to continue with the Perseus and galaxy. In conclusion don’t add a ship to your fleet based on what it brings to the table but rather what your fleet is lacking, please include your friends as “fleet” you don’t need two kraken
You make great points...but I would rather have 1 great looking, multi-use ship (even its mideocre at the defined roles) rather than 3, often ugly ships that are great at their respective roles. Maybe I'll change my mind when I am actually worried about min/maxing profits though.
I'm guessing you don't see a lot of PvP, sharp angled hull with turrets on the edges give you the best arc of fire across the entire ship, that's why the Hammerhead turrets are so great! The turrets on the Galaxy SHOULD be 4x S4 repeaters per turret and the shield should be upped to 2x S3 imo to match its size and purpose compared to others in it's class. I do agree that it should increase only slightly in size. o7
Taking the Q&A as i understand it. S3 shield will be changed. Meaning many ships will lose their S3 shields or get them reduced to several S2. I'm not sure if they will let us replace turrets in the future (there hasn't been a lot of talk recently). So its pure speculation on my sid But maybe one day they will allow us and have S5×2xS4 or S5×4xS3. Best i've got is the old design note "In the case of Turrets this is additive, so if you have a size 3 Turret it could mount two Size 1 guns or one Size 2 gun (note this doesn’t mean you have the choice on each Turret, its more that you may have the option of buying a Size 3 Turret with two Size 1 weapon itemports or a Size 3 Turret with one Size 2 weapon itemport.)"
@@pewbaca2611 I’ve seen a ship that will have ammo load out ability instead of changing guns for turrets too. Also I wonder if they are planning how ships in shows/movies have that iconic.. shields to maximum strength or power shields to full or whatever.. raising shields from a minimum travel capacity to full in combat. Traveling in a minimum capacity could save durability to components while being in a red alert could draw more strain for having everything to the max. Would be cool. But that’s me.
@@tj7094 Yeah we kind have it already in place with power management. But thats something which could be explored more in the future. Another thing might be, having different shield emitters which actually might also have different functionality. So we know Shield emitters will be a thing (for larger ships) maybe we can also have different kind of emitters (?) The "average one" we currently have Ones wich are extremely good at taking laser fire Ones which are better against ballistics And maybe something like the Sukuran which could negate Ballistics/laser completely but for a short period of time but then will break down (almost?) completely.
The issue with this ship is it does not have a base function without modules. Cargo should be the base module and it's combat performance should be improved.
I get why CIG want to do modular ships, its easy to just release modules when new gameplay loops come out to make more money. However if they had just sold it for $500-600 flat and had it come with all future modules standard I would have preferred that. Or atleast have the ship be the cargo variant at it's $380 base price then buy the refining/medical modules. CIG's reasoning for it, to help us out in case we don't want to do cargo. The 110% always needed module? Yeah thanks CIG. Thanks for doing that favour for me to get us to spend more money to make the ship actually be functional. Or just make the front a dedicated cargo section that can carry 200-300 SCU of cargo then have the empty modular section. The front nose could have a small front ramp as well. Let's not forget it's EFFECTIVE price point is $620 to actually be modular. (We don't talk about warbond in this case). Otherwise you're just getting a refinery ship, or a cargo ship, or a medical ship.
imma just say it up front this ship is meant to be a jack of all trades master off none. its not meant to be the best it is meant to just aid at doing a job. however i do agree that maybe adding s second module up front will give this ship better value. this ship is about versatility you sacrifice being the best to be able to bit of everything i think that's what makes this ship valuable and from the concept art the Pisces red ( medical variant of the Pisces) fits in the hanger and the med bay features tier 3 through one beds. so it may not be the best but it show promise for use. then when I want to go do cargo missions I just swap my module at a space port. and do cargo this is a ship I would buy if i was wanting to have a ship that is good for after hard wipes when i need to make cash at the beginning then go use in game currency to get ship like the Orion, the 890, or the Reclaimer more specialized ships. this ship isn't meant to mb the end all do all as i said earlier its the jack of all trades master of none but still better then a master of one. would love to have in dept convo about this it brings to light a lot of ideas.
One thing the Galaxy does better than the C2 is the ability to combine hauling of Cargo with transport of a vehicle, without eating into your cargo capacity. And I bet it can land without falling on its nose :P Apart from that I kind of agree, this seems to be a compromise in most cases, and swapping the modules out will be probably be a pain.
A lot of people overlook the tractor beam gantry crane of the Galaxy Cargo. The C2 does not have that, hence it will be slow and expensive to load once cargo refactor advances to later Tiers. The CAT also has that flaw but uts cheaper to own and operate, hence it still has value. The C2 is really for large vehicle transport with bulk cargo as its secondary role.
Problem is that the three modules are support / industrial. Medical, cargo, refinery Medical is meh, cargo is also meh, refinery... meh They are useful, but not that useful, and it takes time to swap modules at cousin crows But a snub fighters module would be great A rotary torpedo module would be great
It kinda looks like the Anaconda from Elite Dangerous. I do everything with that ship... Mining, trading, transport, bounty missions, exploration. Apparently, this is not the same.