The problem with boosting lower level engineer abilities is that would provide more of a boost to everything else in the game and still leave the Galaxy class the worse choice when attempting to fill any role since EVERY ship in the game has access to lower level engineering abilities.
It wouldn't fix the Galaxy's situation but only add more power creep into the game.
Dont think "boost" is what we need, mi personal opinion is we need some thing else to add some thing "usefull" for avoid all the comflict of shared CD whe have this days
i can think on agresive powers like:
some thing like channel all aux and eng power to main array
But criptic think the eng power most be defensives with a small power boost to weapons, this is what made so pasive the galaxy R
a more agresive is a option but to be honest i will like to have a chance to use more scie power in the galaxy it will be nice also
Something like that would still give a wider advantage to the Fleet Sovereign Excelsior and Avenger . Plus think about people with bug ships that run 2 lt engineering stations and an ensign slot. Patrol Escort, Steamrunner, the list continues.
sure it will IF they are given at lower lvl like ens mi fault is not to be more clear on mi idea , it should be at ltc and cmdr lvl , but always goin to be a ship with high lvl of eng boof slot and take the same advantage , that will never happens if criptic stay true to his initial idea of trinity but they find more easy give to the new ship acces to tacticals power and consoles and not to fix the inbalance in BOFF powers.
Here are in dust many good ideas for many ppl (DO NOT SAY THAT MY IDEAS ARE GREAT)
Dont think "boost" is what we need, mi personal opinion is we need some thing else to add some thing "usefull" for avoid all the comflict of shared CD whe have this days
Something like that would still give a wider advantage to the Fleet Sovereign Excelsior and Avenger . Plus think about people with bug ships that can run 2 lt engineering stations and an ensign slot. Patrol Escort, Steamrunner, the list continues.
Oh and the Scimitar can run a LtCmdr and lt eng station... Like that ship really needs more help.
I get where you're comming from, what I thought regarding a rework or adding low level engineering skills was in the area of being able to slot 3 usefull low level engineering Boff skills that wouldn't cancel each one out on cooldown. That could turn the Galaxy's 3 engi Boff slot from a weakness into an advantage. Sure, the likes of the Excelsior will also have access, but that's why this is only a part of a solution. The other part would be making tanking relevant.
Anyway, as I said - I highly doubt they will bother going so deep into their game mechanics at this point in the game. I don't hold much hope for that anymore. That's why I believe an altered Boff layout, or maybe adding a special weapon to the C-Store Galaxy-R such as "Heavy Beam Array" to be a much more realistic solution.
maybe IF some thing like aux2damp were in Ens lvl AND give more boost based on the inate inertia of the ship will hlp a lot with the shared CD and also hlp Free lvl 40 ship but not so much other class of ship like the steam runer or the JHbug
Adding something like the Heavy beam array would be a ideal way to fix many underpowered ships
make the beam array only available to ships that need it/ nturally they should only be available from the Dil / lobi/ or cstore so cryptic can make money
sort of like the way spital wave disruptors are done
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
The problem with boosting lower level engineer abilities is that would provide more of a boost to everything else in the game and still leave the Galaxy class the worse choice when attempting to fill any role since EVERY ship in the game has access to lower level engineering abilities.
It wouldn't fix the Galaxy's situation but only add more power creep into the game.
It depends on how you boost it yes there other ships like mentioned that have alot of engineering slots but. If you boosted abilities that are clearly not on par with their cooldown counter parts or even other ensign abilities. They will be forced to choose instead of it being almost a forced choose. In current meta you are almost forced to take TAC team and its been like this for so long, I think devs are really gun shy of changing this but it really needs to be done. Also engineering ensign needs more choose, at least as much as tac which has like 4 engineering you effectively have 2 due to shared cooldowns.
Along with taking a good long look at lt com and commander rank abilities of engineering, many of whom have no place to very little place in pve much less pvp.
Adding something like the Heavy beam array would be a ideal way to fix many underpowered ships
make the beam array only available to ships that need it/ nturally they should only be available from the Dil / lobi/ or cstore so cryptic can make money
sort of like the way spital wave disruptors are done
What if this heavy beam array is open to any ship and with the mods : ACC+CRTH +DMG BUT this mod increase when the ship has lees turn rate and more inertia so a escort wont get a real boost of this (they dont need that) a scie can get a moderate boost and old ship like the galaxy can get a decent boost
maybe IF some thing like aux2damp were in Ens lvl AND give more boost based on the inate inertia of the ship will hlp a lot with the shared CD and also hlp Free lvl 40 ship but not so much other class of ship like the steam runer or the JHbug
sry for mi english
i have fight a few auxtodamp canon escort and bielieve me it is not funny, feel like fighting an other cruiser... just with an escort firepowerer.
if this power is bring down to ensign it will make their life to easy.
i have fight a few auxtodamp canon escort and bielieve me it is not funny, feel like fighting an other cruiser... just with an escort firepowerer.
if this power is bring down to ensign it will make their life to easy.
Thats why i say the bosst most be based on the inertia of the ship and turn rate , i dont really check but RCS consoles say they boost more on slow ships (dont use escort ships so i never check if this is true), so the same mecanic can be used here (if that is true :P )
but aux to damp is example the first come to mi head in this dead time i have in the office not sure how muchlong it will last until get some thing to do
Thats why i say the bosst most be based on the inertia of the ship and turn rate , i dont really check but RCS consoles say they boost more on slow ships (dont use escort ships so i never check if this is true), so the same mecanic can be used here (if that is true :P )
but aux to damp is example the first come to mi head in this dead time i have in the office not sure how muchlong it will last until get some thing to do
No RSC consoles boost ships with higher base turn rates more then slower ones.
LOL if that continues like that after criptic say they change it (no sure when maybe near of LOR launch) is a shame:eek:
They only made RCS consoles work how they are suppose to with slower turn ships, they removed the -3 turn penalty they had before. Now it takes your full base turn into acount.
AKa if you had a galaxy with base turn of 6 it only increased the turn rate by a percentage of 3. Now its % of 6.
So the speculation is that we're going to get the Fleet Galaxy-X today!
Anything less than 4 tac consoles is going to be of great disappointment.
Integrated cloak and accuracy fix for the Lance PLEASE CRYPTIC!
Ideally 5 tac consoles! With the space the Galaxy class you could customize it into any role even thatof a Dreadnought
Eh, if it really is a Fleet Galaxy-X it would have +1 tactical console bringing it to 4, a hull increase probably up to 44k like the Fleet Galaxy-R and a shield mod increase of 0.1. Maybe some Boff change, turning something into an universal, but I wouldn't be very sure of that.
Besides that, only other changes I can see is making it availible to use the Saucer Separation if you own the Galaxy-R and maybe some adjustments to the lance accuracy and the graphics for the ships's skin itself.
That's if it's just a fleet version. If it's something completely new, like a C-Store addition, or someknd of an ehnancement to the entire Galaxy family, I don't know what to expect.
I'm happy that the Dreadnought Cruiser pilots are finally getting the changes they've been asking for, but the Fleet Exploration Cruiser still needs work. It isn't capable of completing the No-Win Scenario because of its console layout. A ship needs to be pushing 7,000 solo DPS in order to stand a chance at beating it. After eleven months of developing a build for it, the highest I've been able to get is 6,000.
There's at least one instance in the game where having this ship on your team is a detriment to your success. That's a hard fact. It needs to be adjusted to be competitive with other ships.
I'm happy that the Dreadnought Cruiser pilots are finally getting the changes they've been asking for, but the Fleet Exploration Cruiser still needs work.
I'm not going to argue that. But as always I'm not who you need to convince. Geko is, and it looks like Geko has finally responded to this thread. As with all things Geko, I never know what direction he's going to go.
It isn't capable of completing the No-Win Scenario because of its console layout. A ship needs to be pushing 7,000 solo DPS in order to stand a chance at beating it.
I'm not the most experienced NWS player on these forums, but from my runs through it, DPS seems to be far less important than crowd control. Some specific crowd control abilities anyways. Though I'd have to sit down in game and see if the Fleet Galaxy can actually equip some of those abilities as they're science based.
Still it's deeps is sort of a sideshow in that fight, as far as I've experienced.
I think one of the more frustrating fights for a Galaxy would be the capital ship at the end of the Spire mission on elite. Ticklebeams don't even tickle it that much. Though I guess it can play with the escaping shuttles. But even then, it's a bit sluggish to go chasing shuttles from all those openings.
I'm not going to argue that. But as always I'm not who you need to convince. Geko is, and it looks like Geko has finally responded to this thread. As with all things Geko, I never know what direction he's going to go.
What really bothers me is that his take-away from this 300+ page topic was that the ship needed more damage absorption capability in the form of a set bonus. That was never the problem. It has the highest base hull HP in the game and can take a hit just as well as any other Cruiser. The problem has always been that its layout is fundamentally handicapped in the damage department, leaving it unable to draw aggro and function efficiently as a tank.
Geko, I'm going to speak to you directly here. I understand that you want this ship to have a niche, but the problem is that the systems just don't properly support it as a viable alternative. The aggro mechanics in this game are schizophrenic, and Engineering consoles and low-level BOff abilities aren't competitive with their Tactical and Science counterparts. This ship is betrayed by the game design, so work on that.
First of all, I'm glad that the Galaxy-X is getting some long deserved love and I'm glad for all the fellow Galaxy-X Captains that will finally have their ship improved. It will be really nice to see more actual Star Trek ships (especially Galaxies) in game and less abominations.
That said, I'm not a big fan of how Geko and Cryptic are handling things in STO. This is just one more confirmation to the "when in doubt, slap a hangar" theory. It just smells of lazyness and no creativity. Sorry, but I had to say it.
As a Galaxy-R Captain, I must say I'm not impressed. But that's better than being depressed I think - I feel a huge relief after finding out that the Galaxy-R doesn't get that bloody hangar, that would've pissed me off the point of no return. At least they're true to the ship in that regard.
They could've made the Galaxy-R engi. ensign a universal one as well and added a special weapon like 'heavy beam array' to update the Galaxy-R as well. Seems like a vastly missed opportunity.
I'm glad they didn't mess up my ship with a hangar though. Really I am. You guys might think I'm crazy, but it's a huge relief for me.
The set bonus makes the game's supertank even more solid. Too bad there's not much content for her so far.
I guess I'll just continue showing people in game just how undestructible a Galaxy class can really be.
oks so the galaxy get a FX fix for de sep console and a bonus from antimater spread. time to made numbers will this match if lose a armor console to put the antimater???
so like many of us fear boff seat will never touched.
for the galaxy-X have to wait until dev blog come up and show stats .... but why not mention on the acc problem of the lance???
oks so start to hope some day come up a new eng ens power...
well, the changes were a bit underwhelming, going along with the saucer sep. a hanger? seriously? is a pet going to be spawing pets now? whats that going to do to its cruiser commands, reduce them down to just the threat control command, the only one flight deck and dread have in common? and what of the galaxy R? will it be made a flight deck cruiser and lose 2 of its cruiser commands? thats like the only way you could make the galaxy R WORSE then it already is, your beter off doing nothing to the ship.
no one was complaining about the tac ENS the galaxy X has. but EVERYONE hates the 3rd ENG ens the galaxy R has. just a universal ENS is not enough, this is when this ship needs to be fixed and brought up to 2014 standard, or at least 2012 standard. it needs its LTC eng and LT tac stations swapped, any tac cruiser without an LTC tac is an uncompetitive also ran, the gimmick lance cant keep up with the damage potentual you can get cycling a LTC tac station power.
i hope the galaxy R was excluded from this blog so it can get its own, tommarrow. cause, the galaxy X is ok as is, but the galaxy R is the worst ship IN THE GAME BY FAR.
the saucer sep actually has a real use now, the galaxy X can use DHCs, and wile seped it will actually be pretty good at using them, to bad it wont also be able to run APO, without an LTC tac. that sep console didn't do much to help the galaxy R, it had no way to exploit its enhanced turn rate, and just suffered from being more fragile.
i must stress, that it will be a TRAGIC missed opportunity if the station fliping tech introduced on the dyson ships isn't also applied to the 2 galaxys. no one could possibly disagree that the X should get a LTC tac stranded, seriously, so lets start from there. the station fliping dyson tec should modify the galaxy X like so
unseped:
COM eng LTC tac LT eng LT sci ENS uni
seped
COM tac LTC eng LT eng LT sci ENS uni
saucer sep is the perfect excuse for a station to be fliped, more so then any transformation. the galaxy X has precedent for fliping to a COM tac, because its considered a dreadnought-cruiser. and a dreadnought, sans the qualifier cruiser, is basically a cruiser with a COM tac, as seen on the jem dread and scimitar.
the galaxy R should be changed like so
unseped
COM eng
LTC eng LT tac LT sci ENS uni
seped
COM eng LTC tac LT tac LT sci ENS uni
this time your just flipping LTC and LT stations, and the galaxy R remains a true cruiser seped or not. id would say make the unseped LTC a sci, but i think that would step on the ambassador's and mirror heavy's toes to much.
the new 'relaunch' of the galaxy line, you could make it so good cryptic. please dont stop short of what these ships deserve.
With all of the chatter about the Galaxy of late, I was awaiting the official announcement and hoping the Galaxy-R would get some of the pleaded for changes.
I have the Galaxy-R on one character from when I hit the free tier 5 ship as a subscriber. I've been considering purchasing it account-wide and a fleet module or two for the upgrade with the hope that something good would come of this thread. Like that ensign universal on the Fleet Galaxy-R and a more science oriented fleet version like the Venture. I get to keep my money for now.
This doesn't feel like much of a reboot and it does not feel like Galaxy ships, all of them, were brought up to speed as was stated.
"Details are subject to change" - One can only hope.
For the info they give us, is going to have the same boff but with more hull and shields and a extra console. Still far away for a fix to this ship.
Lets face it, the only hope for the canon ships is that Geko gets promoted and send to another game.
yep i have think the same many times , o dont want to sound ungreatfull , but this "reboot" push the ship en the same hole it already was.
at least some of us will get a extra item to tune the ship for a time and try to get the max of it , a pity no need for a tank in this days game play .
in regard the galaxy X if im active mi sep console and cloack , will the pet cloak??? or will be flying around me tellthem to anione were im am???:eek:
Comments
Dont think "boost" is what we need, mi personal opinion is we need some thing else to add some thing "usefull" for avoid all the comflict of shared CD whe have this days
i can think on agresive powers like:
some thing like channel all aux and eng power to main array
But criptic think the eng power most be defensives with a small power boost to weapons, this is what made so pasive the galaxy R
a more agresive is a option but to be honest i will like to have a chance to use more scie power in the galaxy it will be nice also
sure it will IF they are given at lower lvl like ens mi fault is not to be more clear on mi idea , it should be at ltc and cmdr lvl , but always goin to be a ship with high lvl of eng boof slot and take the same advantage , that will never happens if criptic stay true to his initial idea of trinity but they find more easy give to the new ship acces to tacticals power and consoles and not to fix the inbalance in BOFF powers.
Here are in dust many good ideas for many ppl (DO NOT SAY THAT MY IDEAS ARE GREAT)
and sry for mi english
Yeah, my thoughts were in that direction as well.
I get where you're comming from, what I thought regarding a rework or adding low level engineering skills was in the area of being able to slot 3 usefull low level engineering Boff skills that wouldn't cancel each one out on cooldown. That could turn the Galaxy's 3 engi Boff slot from a weakness into an advantage. Sure, the likes of the Excelsior will also have access, but that's why this is only a part of a solution. The other part would be making tanking relevant.
Anyway, as I said - I highly doubt they will bother going so deep into their game mechanics at this point in the game. I don't hold much hope for that anymore. That's why I believe an altered Boff layout, or maybe adding a special weapon to the C-Store Galaxy-R such as "Heavy Beam Array" to be a much more realistic solution.
sry for mi english
make the beam array only available to ships that need it/ nturally they should only be available from the Dil / lobi/ or cstore so cryptic can make money
sort of like the way spital wave disruptors are done
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
It depends on how you boost it yes there other ships like mentioned that have alot of engineering slots but. If you boosted abilities that are clearly not on par with their cooldown counter parts or even other ensign abilities. They will be forced to choose instead of it being almost a forced choose. In current meta you are almost forced to take TAC team and its been like this for so long, I think devs are really gun shy of changing this but it really needs to be done. Also engineering ensign needs more choose, at least as much as tac which has like 4 engineering you effectively have 2 due to shared cooldowns.
Along with taking a good long look at lt com and commander rank abilities of engineering, many of whom have no place to very little place in pve much less pvp.
What if this heavy beam array is open to any ship and with the mods : ACC+CRTH +DMG BUT this mod increase when the ship has lees turn rate and more inertia so a escort wont get a real boost of this (they dont need that) a scie can get a moderate boost and old ship like the galaxy can get a decent boost
i have fight a few auxtodamp canon escort and bielieve me it is not funny, feel like fighting an other cruiser... just with an escort firepowerer.
if this power is bring down to ensign it will make their life to easy.
http://sto-forum.perfectworld.com/showthread.php?t=528931&page=271
Thats why i say the bosst most be based on the inertia of the ship and turn rate , i dont really check but RCS consoles say they boost more on slow ships (dont use escort ships so i never check if this is true), so the same mecanic can be used here (if that is true :P )
but aux to damp is example the first come to mi head in this dead time i have in the office not sure how muchlong it will last until get some thing to do
LOL if that continues like that after criptic say they change it (no sure when maybe near of LOR launch) is a shame:eek:
They only made RCS consoles work how they are suppose to with slower turn ships, they removed the -3 turn penalty they had before. Now it takes your full base turn into acount.
AKa if you had a galaxy with base turn of 6 it only increased the turn rate by a percentage of 3. Now its % of 6.
lets keep some hope. .
but in the other hand they can only made capable of use the *saucersep* (or whatever is writed) console only god and critic team knows that ....
is so hard to be neutral with things yuo wish the hope can reach to high , and in that case the disappointment get much high.
or a few luky ppl can have very low hope so they get nicely surprised .
i wish to all of us good luck in this
sry for mi english
Eh, if it really is a Fleet Galaxy-X it would have +1 tactical console bringing it to 4, a hull increase probably up to 44k like the Fleet Galaxy-R and a shield mod increase of 0.1. Maybe some Boff change, turning something into an universal, but I wouldn't be very sure of that.
Besides that, only other changes I can see is making it availible to use the Saucer Separation if you own the Galaxy-R and maybe some adjustments to the lance accuracy and the graphics for the ships's skin itself.
That's if it's just a fleet version. If it's something completely new, like a C-Store addition, or someknd of an ehnancement to the entire Galaxy family, I don't know what to expect.
5 tac 4 engi and 1 sci console layout would be nice, for a ship suppose to be dreadnought.
I hope for a lance fix too.
(UFP) Ragnar
At long last, Geko has responded!
/thread?
I'm happy that the Dreadnought Cruiser pilots are finally getting the changes they've been asking for, but the Fleet Exploration Cruiser still needs work. It isn't capable of completing the No-Win Scenario because of its console layout. A ship needs to be pushing 7,000 solo DPS in order to stand a chance at beating it. After eleven months of developing a build for it, the highest I've been able to get is 6,000.
There's at least one instance in the game where having this ship on your team is a detriment to your success. That's a hard fact. It needs to be adjusted to be competitive with other ships.
Wow.. fantastic.. and ensign universal.. wow..
This ship is the scimatar of the federation? lol Cryptic.. just lol
So, what is your beef with the Galaxy Cryptic?
Division Hispana
www.divisionhispana.com
I'm not going to argue that. But as always I'm not who you need to convince. Geko is, and it looks like Geko has finally responded to this thread. As with all things Geko, I never know what direction he's going to go.
I'm not the most experienced NWS player on these forums, but from my runs through it, DPS seems to be far less important than crowd control. Some specific crowd control abilities anyways. Though I'd have to sit down in game and see if the Fleet Galaxy can actually equip some of those abilities as they're science based.
Still it's deeps is sort of a sideshow in that fight, as far as I've experienced.
I think one of the more frustrating fights for a Galaxy would be the capital ship at the end of the Spire mission on elite. Ticklebeams don't even tickle it that much. Though I guess it can play with the escaping shuttles. But even then, it's a bit sluggish to go chasing shuttles from all those openings.
What really bothers me is that his take-away from this 300+ page topic was that the ship needed more damage absorption capability in the form of a set bonus. That was never the problem. It has the highest base hull HP in the game and can take a hit just as well as any other Cruiser. The problem has always been that its layout is fundamentally handicapped in the damage department, leaving it unable to draw aggro and function efficiently as a tank.
Geko, I'm going to speak to you directly here. I understand that you want this ship to have a niche, but the problem is that the systems just don't properly support it as a viable alternative. The aggro mechanics in this game are schizophrenic, and Engineering consoles and low-level BOff abilities aren't competitive with their Tactical and Science counterparts. This ship is betrayed by the game design, so work on that.
That said, I'm not a big fan of how Geko and Cryptic are handling things in STO. This is just one more confirmation to the "when in doubt, slap a hangar" theory. It just smells of lazyness and no creativity. Sorry, but I had to say it.
As a Galaxy-R Captain, I must say I'm not impressed. But that's better than being depressed I think - I feel a huge relief after finding out that the Galaxy-R doesn't get that bloody hangar, that would've pissed me off the point of no return. At least they're true to the ship in that regard.
They could've made the Galaxy-R engi. ensign a universal one as well and added a special weapon like 'heavy beam array' to update the Galaxy-R as well. Seems like a vastly missed opportunity.
I'm glad they didn't mess up my ship with a hangar though. Really I am. You guys might think I'm crazy, but it's a huge relief for me.
The set bonus makes the game's supertank even more solid. Too bad there's not much content for her so far.
I guess I'll just continue showing people in game just how undestructible a Galaxy class can really be.
so like many of us fear boff seat will never touched.
for the galaxy-X have to wait until dev blog come up and show stats .... but why not mention on the acc problem of the lance???
oks so start to hope some day come up a new eng ens power...
For the info they give us, is going to have the same boff but with more hull and shields and a extra console. Still far away for a fix to this ship.
Lets face it, the only hope for the canon ships is that Geko gets promoted and send to another game.
Division Hispana
www.divisionhispana.com
no one was complaining about the tac ENS the galaxy X has. but EVERYONE hates the 3rd ENG ens the galaxy R has. just a universal ENS is not enough, this is when this ship needs to be fixed and brought up to 2014 standard, or at least 2012 standard. it needs its LTC eng and LT tac stations swapped, any tac cruiser without an LTC tac is an uncompetitive also ran, the gimmick lance cant keep up with the damage potentual you can get cycling a LTC tac station power.
i hope the galaxy R was excluded from this blog so it can get its own, tommarrow. cause, the galaxy X is ok as is, but the galaxy R is the worst ship IN THE GAME BY FAR.
the saucer sep actually has a real use now, the galaxy X can use DHCs, and wile seped it will actually be pretty good at using them, to bad it wont also be able to run APO, without an LTC tac. that sep console didn't do much to help the galaxy R, it had no way to exploit its enhanced turn rate, and just suffered from being more fragile.
i must stress, that it will be a TRAGIC missed opportunity if the station fliping tech introduced on the dyson ships isn't also applied to the 2 galaxys. no one could possibly disagree that the X should get a LTC tac stranded, seriously, so lets start from there. the station fliping dyson tec should modify the galaxy X like so
unseped:
COM eng
LTC tac
LT eng
LT sci
ENS uni
seped
COM tac
LTC eng
LT eng
LT sci
ENS uni
saucer sep is the perfect excuse for a station to be fliped, more so then any transformation. the galaxy X has precedent for fliping to a COM tac, because its considered a dreadnought-cruiser. and a dreadnought, sans the qualifier cruiser, is basically a cruiser with a COM tac, as seen on the jem dread and scimitar.
the galaxy R should be changed like so
unseped
COM eng
LTC eng
LT tac
LT sci
ENS uni
seped
COM eng
LTC tac
LT tac
LT sci
ENS uni
this time your just flipping LTC and LT stations, and the galaxy R remains a true cruiser seped or not. id would say make the unseped LTC a sci, but i think that would step on the ambassador's and mirror heavy's toes to much.
the new 'relaunch' of the galaxy line, you could make it so good cryptic. please dont stop short of what these ships deserve.
I have the Galaxy-R on one character from when I hit the free tier 5 ship as a subscriber. I've been considering purchasing it account-wide and a fleet module or two for the upgrade with the hope that something good would come of this thread. Like that ensign universal on the Fleet Galaxy-R and a more science oriented fleet version like the Venture. I get to keep my money for now.
This doesn't feel like much of a reboot and it does not feel like Galaxy ships, all of them, were brought up to speed as was stated.
"Details are subject to change" - One can only hope.
yep i have think the same many times , o dont want to sound ungreatfull , but this "reboot" push the ship en the same hole it already was.
at least some of us will get a extra item to tune the ship for a time and try to get the max of it , a pity no need for a tank in this days game play .
in regard the galaxy X if im active mi sep console and cloack , will the pet cloak??? or will be flying around me tellthem to anione were im am???:eek: