test content
What is the Arc Client?
Install Arc

Galaxy Class Thread (Cooled Off)

124»

Comments

  • feiqafeiqa Member Posts: 2,410 Arc User
    edited August 2013
    Okay, so I just had my very first ship PvP match against a Chel Grett.
    I felt great that I lasted five minutes between one of the kills and knocked it to 72% life.
    That was the best damage I did and I healed over 1000000 points of damage that match.

    How are carriers what everyone wants? This oversized Escort owned my poor Atrox. How could a cruiser that is not trying to be an escort handle this ship or a similar one?

    Originally Posted by pwlaughingtrendy
    Network engineers are not ship designers.
    Nor should they be. Their ships would look weird.
  • yreodredyreodred Member Posts: 3,527 Arc User
    edited August 2013
    feiqa wrote: »
    Thoughts on the nacelles.
    Nacelle actually means engine. Originally they provided all of the speed of the ship. (Later retconned)
    And we get lines about diverting power from them to other systems as though they contain that power in a usable manner. I know some might say, 'no they stopped feeding power to the one or both nacelles to reinforce some other system.' But if you are at sublight, why are you powering your warp system at all?
    So either the nacelles provide power.
    Store power.
    Or using the bussard scoops, gather fuel.

    Any one of those reason would be a good one to put a third nacelle on a ship that just went power hungry from added systems.
    I hate be the one saying that, but no.

    Nacelles are more like tank tracks. Let me just quote the Star Trek Wiki:
    A nacelle was an outboard engine housing structure on spacecraft. The nacelles in warp-capable shuttles and starships housed the warp coils of the vessels warp drive.
    ...
    The warp coils in warp nacelles created a subspace displacement field, which "warped" the space around the vessel allowing it to "ride" on a spatial distortion, and travel faster than the speed of light.
    ...
    Aboard most warp-capable vessels, warp coils were fed by plasma conduits from the warp core reactor assembly. Venting the plasma from the nacelles made warp drive impossible until the nacelles could be replenished. Nacelles were separated from the ship by large pylons, and usually housed a Bussard ramscoop at the fore end, primarily used for collecting hydrogen from space.
    So you see the Nacelles don't store power just as the wheels of a car don't.

    Warp Core -> Plasma Conduit -> Warp Coils (Nacelles) -> Warp Field

    I just wanted to add this in case anyone actually cares about canon Trek. :o
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
  • neo1nxneo1nx Member Posts: 962 Arc User
    edited August 2013
    feiqa wrote: »
    Okay, so I just had my very first ship PvP match against a Chel Grett.
    I felt great that I lasted five minutes between one of the kills and knocked it to 72% life.
    That was the best damage I did and I healed over 1000000 points of damage that match.

    How are carriers what everyone wants? This oversized Escort owned my poor Atrox. How could a cruiser that is not trying to be an escort handle this ship or a similar one?

    breen ship are not a big deal, even in my former beam build i could deal with them with my gal x.
    you must known how to " hold your shield" because they can have a good instant firepower, but in the long run i found them rather squishy. wich should be logical considering their engi layout, but i would mostly said that their captain build them for damage and cc and that lead them to not use the sci slot for tanking.

    however, i own one myself and i am building it to do no win scenario, and i have been able to see that it also got a good tanking potential.
    it have the defense score of an escort, shield and hull of a cruiser, lt commander sci and commander tact for tanking ( attack pattern omega, delta, tss3 and 2 ).

    so i think it really depend on how the guy build it, but the players that i have fight until now in breen ship didn't really impress me more than that.
  • neo1nxneo1nx Member Posts: 962 Arc User
    edited August 2013
    ho i just forget their is also a well known build with rotating RSP and FBP on atrox carrier that would have help you much.
  • carbongripcarbongrip Member Posts: 0 Arc User
    edited August 2013
    Can you all post your wanted fixes as the console or stats would be in game? I would like to post them in the op.
  • sirokksirokk Member Posts: 990 Arc User
    edited August 2013
    corjet wrote: »
    Hello - anyway here's my 2 EC's to this.

    Being a Trekkie for a long time - longer than most of you've been alive, and being a technical type person I loved the TNG Tech manual.

    The Galaxy Class was the Capital ship of Starfleet/Federation in the TNG era. It had a modular design in that it's whole structure could be refitted for almost any purpose. Same with the Nebula Class, it too was modular in design - although not much cannon information is available about the POD for the Nebula - it has some interesting possibilities. The same goes for the Galaxy Class in the possibilities for it's layout. One thing that caught my eye when I first read the TNG Tech Manual was that you could theoretically fly her with a PADD!!!

    I also remember from some where that she had many modular compartments that where not 'installed' when she had her maiden voyage. There in is the ability to configure the GCS in almost any way you want or need.

    As for the GCS (Galaxy Class Starship) being a carrier - I extremely doubt it because of her role "Explorer." Not to mention the Akira.

    As for the current "Dreadnought" GCS... Too far fetched. There's no need for a 3rd nacelle. The nacelle's provide a subspace bubble, it was found early on that even having 4 nacelle's was not worth the power necessary to push the ship only a little bit deeper into subspace; therefore a 3rd nacelle is illogical. For a "Dreadnought" you would want less crew and a much larger warp core.

    Now - if we go with the current definition of "Capital Ship"
    http://en.wikipedia.org/wiki/Capital_ship
    "The capital ships of a navy are its most important warships; they generally possess the heaviest firepower and armor and are traditionally much larger than other naval vessels. A capital ship is generally a leading or a primary ship in a naval fleet."

    Now if you add "Capital Ship" with "Explorer" that fits the Enterprise D to a "T." As shown in the series. What we didn't get to see is the versatility of the Big D.

    Here's what I've been thinking for the GCS and the Nebula: "Add a module slot. That slot defines it's layout to a degree. You can make the GCS or Neb a "Science Ship", "Heavy Cruiser"/"War type ship" or 'etc.' That could apply to many Fed ships since the Nebula class. With the Nebula Class it would be a 'special Pod' for the type of module; IE: A different looking pod for a tactical layout as opposed to a science layout. I'm pretty sure it's been noted that one had a science pod; which lead to the speculation that she could have a 'warfare pod' and any other type of pod you wanted. The same would also be true of the Soverign Class ships; since she was 'built around the GCS.' The 'modular design' built into those ships made it a more efficient design. Since it was less costly to change the layout of a ship than to have an entirely different class to fill a specific role.

    How about 1 ADDITIONAL universal console SLOT? Change the Lt. Tactical to Lt. Universal. Is that modular enough?

    Add a Picard-maneuver (Warp-jump) console. (Since Riker has one, Picard should get one too!)

    The 3rd Nacelle is the signature of the ship, that really should not change.

    It would then essentially BE a 3-pack in one ship. Offer it at 4500Z new, 1500Z to retrofit (existing owners.)
    Star Trek Battles Channel - Play Star Trek like they did in the series!Avatar: pinterest-com/pin/14003448816884219Are you sure it isn't time for a "colorful metaphor"? --Spock in 'The Voyage Home'
    SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
  • admiralq1732admiralq1732 Member Posts: 1,561 Arc User
    edited August 2013
    Picard manuver should be reserved for the Constellation
  • corjetcorjet Member Posts: 188 Arc User
    edited August 2013
    @sirokk
    Not sure, although it could be implemented and would probably be the most non-intense mod to make - I'd have to get one, run around etc. I was thinking that they would add a modular slot and the mod would define the layout. IE: If you wanted a 'battle cruiser' then it would reconfigure the BOff layout, etc. The same for a Science Cruiser, etc. I'd say lower it to 3k for the ship, then about 800 to 1k for a mod. Although that should be for most Fed Ships since the Nebula. Just a side note - as we seen with Klingon ships - they're built for war and nothing else mattered, not comfort, not anything!! lol

    Doing a modification like this, could bring in more revenue to PW, etc. It could breath more life into the Fed ships. And it could make it much more enjoyable to the player base.

    One other - of the many ideas I've had is to implement an 'invasion' in the common areas such as ESD <VBG> In Dungeons & Dragons they did that for us! It was a ball! They had special loot drops and such... The mobs where unreal!
  • veraticusveraticus Member Posts: 250 Arc User
    edited August 2013
    sirokk wrote: »
    How about 1 ADDITIONAL universal console SLOT? Change the Lt. Tactical to Lt. Universal. Is that modular enough?

    It would have to be something other than the Tactical officer that was changed.
    Otherwise it changes nothing because that "universal" will always be used for Tactical.

    Take a Lt. Engineering and make it Universal and that would be much more useful to GCS pilots and lovers.
  • dknight0001dknight0001 Member Posts: 1,542
    edited August 2013
    sirokk wrote: »
    Add a Picard-maneuver (Warp-jump) console. (Since Riker has one, Picard should get one too!)

    Buy the Sub Space jump console and hey look the Picard maneuver.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
    If I ask you a question it is not an insult but a genuine attempt to understand why.
    When I insult you I won't be discreet about it, I will be precise and to the point stupid.
  • yreodredyreodred Member Posts: 3,527 Arc User
    edited August 2013
    I'm a bit confused, do you guys talk about the Galaxy -X or the retrofit?
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
  • charon2charon2 Member Posts: 52 Arc User
    edited August 2013
    corjet wrote: »
    Hello - anyway here's my 2 EC's to this.



    As for the current "Dreadnought" GCS... Too far fetched. There's no need for a 3rd nacelle. The nacelle's provide a subspace bubble, it was found early on that even having 4 nacelle's was not worth the power necessary to push the ship only a little bit deeper into subspace; therefore a 3rd nacelle is illogical. For a "Dreadnought" you would want less crew and a much larger warp core.

    \

    the 3rd nacelle pylon is what provides the space for a much larger warp core in the dreadnaught variant. and the 3rd nacelle also provides additional redundancy which is beneficial in a warship design.
  • sickfistsickfist Member Posts: 4 Arc User
    edited August 2013
    A good solution for the fleet galaxy would be a minor tweak of making all the engi ensi slots run on separate cool downs. It's not an op rework but also makes the galaxy unique. Thoughts?
    Wherever you go, there you are
  • dknight0001dknight0001 Member Posts: 1,542
    edited August 2013
    sickfist wrote: »
    A good solution for the fleet galaxy would be a minor tweak of making all the engi ensi slots run on separate cool downs. It's not an op rework but also makes the galaxy unique. Thoughts?

    Considering it would be a drastic change to the game engine, and since you only have EPtX & Eng Team not that useful. People are so used to not having Eng team and Aux2bat cruisers don't need more than 1 EPtS & EPtW anyway.

    The simple fix is make the Ensign universal, if any ship is deserving of a Universal Ensign it's the Galaxy. And I think it deserves far more.

    Your C-store cruiser choices are Assault R or Excelsior both of these are far better than a Galaxy Retrofit.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
    If I ask you a question it is not an insult but a genuine attempt to understand why.
    When I insult you I won't be discreet about it, I will be precise and to the point stupid.
  • sickfistsickfist Member Posts: 4 Arc User
    edited August 2013
    While I agree the galaxy could use a universal slot, the ambassador now has a universal slot. Putting a universal slot on the galaxy now would make them similar. It would also make the galaxy just like all the other cruisers, universal slot to go either sci or tact for more dps. With separate cool downs on engi ensi slots you would be able to further customize the tanking experience of the galaxy which is supposed to be a tank. Engi ensi slots by themselves are not that powerful but used in combination you could go triple et1, or double epts and one epta or any other combination. That way you keep the galaxy as a tank which it was meant to be, you make it unique being the only ship with this ability. I understand that dps is currently king but if you dps go escort. Galaxy is a tank deal with it. The only beef if the triple engi ensi which share cool downs. Eliminate the cool downs and you would have a competitive tank.
    Wherever you go, there you are
  • admiralq1732admiralq1732 Member Posts: 1,561 Arc User
    edited August 2013
    or make it unique for fed. ALL universal Bo slots
  • dknight0001dknight0001 Member Posts: 1,542
    edited August 2013
    The Ambassador may have a Universal Lieutenant, but it also has a Sci Lt.Com which makes it different from other Fed Cruisers.

    Klingon side, the Fleet Negh'var got a Universal Ensign and it shared the same BOFF layout as the Galaxy, and in theory that means the Fleet K'Tinga and Negh'var can have the same BOFF layout.

    I'm saying it would be easier to change the BOFF layout than to rewrite the game so the Ensign Engineer abilities don't create a global cooldown.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
    If I ask you a question it is not an insult but a genuine attempt to understand why.
    When I insult you I won't be discreet about it, I will be precise and to the point stupid.
  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    edited August 2013
    Tweaking the Galaxy is not the answer to our problems. Certainly the Galaxy needs help, possibly more then any other end game ship, but other ships need help too. We can fix things for those ships and the galaxy as well without changing anything about any ship.

    Shield balancing being tied solely to tactical team robs the galaxy of its two offensive ability slots. Now if it could use a couple of ensign engineering slots to balance its shields it would be a perfectly viable and fun ship.

    Allow me to quote a post I made in a recent thread about shield balancing.
    Adding shield rebalancing to something other then tactical team would be the solution to many of STO's balance problems.

    Shield rebalancing is STO's principle must have ability. Yes you can fly without tactical team. Yes you can do well without tactical team, but 99 times out of 100 you could do better with tactical team, and the reason for that is shield rebalancing.

    Now this unbalances STO in a number of ways. Principally it gives a big advantage to escorts. Many ships that are not escorts have slots for just two tactical abilities. But instead of using these slots offensively, as tactical ability slots are principally intended, they will most often use them for tactical team. Instead of having just two conventional offensive abilities they have no conventional offensive abilities.

    Escorts have more tactical ability slots then they need even after using two on tactical team. If they use their science and engineering ability slots for utility or non-conventional offence (not saying they should) they still have the single best tanking ability in the game running for 10 seconds out of every 15.

    My solution is to re-work the team abilities. Remove the healing component from science and engineering teams, add shield balancing instead. Balancing shields should be something all three classes have reason to know, engineers work with the shield generators directly, scientists develop and modify shielding for specialized probes and sample containment and tactical officers are the most common end user so it makes sense that all would know how to rebalance shields.

    Now as it stands tactical team also buffs a couple of the tactical captain skills and all three types of team remove different types of debuff. Science and engineering teams should also buff their respective captain skills and tactical team should buff more then just two.

    Now instead of choosing to run with two levels of tactical team only your more likely to chose which ever team buffs the abilities your ship has the most slots for, or which removes the debuffs you find most annoying.

    Effects of this change:

    Older science ships and cruisers that have three officers of the same type become a lot less useless because their lt.Tactical officer can now be used offensively and their abundance of ensign engineer/science abilities is no longer an 'Over' abundance.

    The three ship types are more likely to be better at fulfilling their defined roles due to the skill buffs.

    Debuffs that are currently useless because every one runs with tactical team may become more usfull because not every one will run with tactical team. (boarding team might be a little less of a joke)

    Debuffs that are horribly nerfed as a result of no one having science or engineering team to fix them can be buffed up a bit as your chances of having a fix are increased.

    The only down side is that people who don't know about transfer shield strength, hazard emitters, auxiliary power to structural integrity field, emergency power to shields and extend shields will wine that they wont be able to tank any more... The irony being that they think they are tanking now... silly souls.
  • macroniusmacronius Member Posts: 2,526
    edited August 2013
    Galaxy needs a tac variant with a hangar bay. It had way more shuttle bays than most ships in Star Trek.
    "With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably."

    - Judge Aaron Satie
  • admiralq1732admiralq1732 Member Posts: 1,561 Arc User
    edited September 2013
    macronius wrote: »
    Galaxy needs a tac variant with a hangar bay. It had way more shuttle bays than most ships in Star Trek.

    That would be likely a mirror variant
  • dknight0001dknight0001 Member Posts: 1,542
    edited September 2013
    macronius wrote: »
    Galaxy needs a tac variant with a hangar bay. It had way more shuttle bays than most ships in Star Trek.

    Not everything in this game neefs a Hanger bay.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
    If I ask you a question it is not an insult but a genuine attempt to understand why.
    When I insult you I won't be discreet about it, I will be precise and to the point stupid.
  • latiasracerlatiasracer Member Posts: 680 Arc User
    edited September 2013
    Not everything in this game neefs a Hanger bay.

    Incorrect.


    Everything NEEDS a hanger bay.


    Even the shuttles themselves.
    warp plasma can't melt neutronium beams
  • yreodredyreodred Member Posts: 3,527 Arc User
    edited September 2013
    sickfist wrote: »
    While I agree the galaxy could use a universal slot, the ambassador now has a universal slot. Putting a universal slot on the galaxy now would make them similar. It would also make the galaxy just like all the other cruisers, universal slot to go either sci or tact for more dps.
    Yeah, why remove it's uniqueness as the worst ship in the game? lol.
    sickfist wrote: »
    With separate cool downs on engi ensi slots you would be able to further customize the tanking experience of the galaxy which is supposed to be a tank. Engi ensi slots by themselves are not that powerful but used in combination you could go triple et1, or double epts and one epta or any other combination. That way you keep the galaxy as a tank which it was meant to be, you make it unique being the only ship with this ability. I understand that dps is currently king but if you dps go escort. Galaxy is a tank deal with it. The only beef if the triple engi ensi which share cool downs. Eliminate the cool downs and you would have a competitive tank.
    That tanking "experience" is (thankfully) not needed in STO anymore. Giving it the least firepower (one Lt tac BOFF and just two tac consoles) of all ships is just an insult for every GCS and TNG fan.

    The problem is that the GCS isn't meant to be a Tank/healer ship in the first place. Cryptic made it that way, completely ignoring what that ship is all about. The Galaxy -R should get a similar BOFF layout as the D'Deridex -R just a bit modified (combine tac and uni esign into a uni or engineering Lt.) to emphasis its versatility as it should be in the first place.
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
Sign In or Register to comment.