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Galaxy Dreadnought SIMPLE Solution

torvinecho25torvinecho25 Member Posts: 49 Arc User
edited August 2013 in Federation Discussion
Okay, there is a ton of fire-filled debating going around regarding the Galaxy variants. As far as I'm aware, so far it hasn't gotten too far...that being said, I have a suggestion I'd like to aim towards both the Community and the Devs specifically in regard to the Galaxy Dreadnought Cruiser.

The primary problem with the Dreadnought Cruiser right now is its low(ish) base hull, poor(ish) shield modifier, and lack of a 10th console slot. The latter is a pretty big issue, considering the Dreadnought Cruiser is a 2500 Zen ship; most 2000 Zen fleet ships, at this point, are statistically superior.

I think we all know (and understand) Cryptics primary problem with releasing a Fleet Dreadnought; all Fleet ships are supposed to come WITHOUT any inherent abilities, so that only people who own the corresponding Z-Store vessels can take advantage of the classes unique variants. I understand (and don't disagree) with this business model; its reasonable to all sides involved, especially if you take the Fleet Ship Module discount (made available to owners of C-store varients) into account. The primary problem is that the Galaxy Dreadnought comes with an INBRED unique power in the Spinal Phaser Lance; unlike most C-store ships, this ability comes inherent, with no corresponding console to unlock it. Thus, Cryptic cannot release the Fleet Dreadnought with this power, as it would make the Fleet Dreadnought automatically superior to other fleet-level starships.

HOWEVER, despite ALL the debate over it, there are two potential and EASY solutions to this problem, that ensure that the player-base get the Fleet Galaxy Dreadnought they want, and that Cryptic gets their efforts work of profit!!

Solution #1: Swap the Cloaking Device and the Spinal Phaser Lance - This is potentially the better solution. All Cryptic would have to do would be to give the Dreadnought Cruiser an inherent, inbred, console-less Cloaking Device, and then make the Spinal Phaser Lance into a Universal console. That way, owners of the C-Store Dreadnought could install the Lance Console into the Fleet Dreadnought and retain use of its primary weapon, while owners of either could utilize the Cloaking Device without needing to own both. The only possible issue here would be that the Defiant variants would need an inbred Cloaking Device as well to preserve balance; this, however, is not as big of an issue now as it was before the release of Legacy of Romulus. Considering that more then half of the KDF ships come with inbred Cloaks, and that ALL of the Romulan ships come with inbred BATTLE cloaks, it wouldn't have much impact at all to give the Dreadnought and the Defiant inbred cloaks of their own. This would not generate balance issues, so long as they remain the only two cloak-capable Federation Starships.

Solution #2: Pay for your Extra Punch - This mechanic has so far only appeared in the Fleet Exelsior; when Cryptic decided to remove the vessels Universal Console and render its Advanced Transwarp Drive inherent, they increased the purchasing price of the ship to 5 Fleet Ship Modules over the default 4. They did this to preserve the extra value of the Advanced Transwarp, as players could now acquire the inherent capabilities of the C-Store Exelsior without needing to own it. A similar mechanic could be applied to the Galaxy X; charge 5 (or even 6) fleet ship modules for it, with an inbred Spinal Phaser Lance, and the potential to use the C-Store cloaking device from either the Galaxy X or the Defiant. If this is the course Crpytic chose to persue, however, I'd really like something extra tossed on to make up for the extra price...how about granting the Fleet Galaxy Dreadnought access to the Monarch costume? You already have it designed and in-game, and its only fair that the Galaxy Dreadnought gets another costume, as so many other Fleet ships come with them (Imperial/Fleet Assault Cruiser, Hephaestus/Fleet Advanced Escort, Tor'Kaht/Fleet Vor'Cha) .

Either one of these solutions would be perfectly viable for both the player base AND for Cryptic.

In any case, even if Cryptic chose to persue a different fix, I really believe that they need to STOP relelasing new content and fix some of the older stuff. As much as I enjoy STO, I really can't justify any more spending in-game until the Galaxy Dreadnought and other Galaxy-class ships are given at least SOME kind of attention.

ALSO....could someone PLEASE fix that darn bug on the Venture skin, where the bottom-right sector of the saucer is missing a bunch of its windows?
Post edited by torvinecho25 on

Comments

  • dknight0001dknight0001 Member Posts: 1,542
    edited July 2013
    I prefer soloution #2, I also think it could apply to the Fleet Garumba which is in an even harder place than the Galaxy X, It doesn't have a console at all and uses a Disruptor Javelin and Transformation trick built into the ship.

    Soloution #3 is just make both the Gal-X and Garumba into Fleet ships from the Z-Store much like the Andorian, Multimission and Scimitar. Of course those are 3 packs.

    On a side not I think the reason they use consoles to cloak both the Defiant R and Galaxy X may be something to do with CBS.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
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  • jer5488jer5488 Member Posts: 506 Arc User
    edited July 2013
    Another nifty solution would be to create a new console for the Galaxy-X. A Cloak/Lance combo kind of like the consoles on the Destroyers. Then make the Zen store Galaxy come with this dual function console, and sell the Fleet Galaxy X for 1 Ship Module to anyone who owns the Zen store version. If you don't, you can get the Fleet Galaxy X for 5/6 modules and have no lance, but can still use the Defiant cloak if you have it.
  • thratch1thratch1 Member Posts: 0 Arc User
    edited July 2013
    I don't think "inbred" is the word you actually wanted to use.

    Anyway, as with the Fleet Excelsior, the (theoretical) Fleet Galaxy-X will likely just cost 5 FSMs, as opposed to the regular 4.

    Also, it's worth noting that the Gal-X is not the only 2500 Zen ship on the C-Store that doesn't have Fleet stats; the Caitian carrier, the Assault Cruiser Refit, and the Heavy Escort Carrier all cost 2500 Zen. The Gal-X and the Caitian Carrier don't have Fleet variants yet, although I believe Cryptic has said they're working on a Fleet Gal-X. Dunno it they're working on the Carrier, but it is long overdue for a Fleet version.
    [SIGPIC][/SIGPIC]
  • supergirl1611supergirl1611 Member Posts: 809 Arc User
    edited July 2013
    way to fix the dreadnought. Give it a turn rate boost. I put 4 x Fleet mine RCS consoles on a galaxy-r with the tacKenetic converter and got a turn rate of 21.7 degrees. Ship flies totally different being able to bring torpedos and broadsides to bear much easier. Turn rate is the galaxy r and the gal-x biggest enemy
  • torvinecho25torvinecho25 Member Posts: 49 Arc User
    edited July 2013
    I disagree with the turn rate solution; speeding up a ship that is supposed to be slow isn't a way to fix inherent issues with offensive potential.

    I also disagree with the hybrid Cloak/Lance console, as doing that would render the Galaxy Xs cloak useless on the Defiant (a pain for those of us who have the Fleet Defiant, but use the Gal Xs cloaking device on it).
  • cmdrscarletcmdrscarlet Member Posts: 5,137 Arc User
    edited July 2013
    The Spinal Lance should be inherent. Only the Gal-X has ever had that weapon, so let it keep it (just like the Excelsior only has a Transwarp Comp). The cloak could also be inherent, but if it were a console then I'd be ok with that.

    And frankly, it's a dreadnought, it should not be very maneuverable. It turns the same as an Odyssey, yet I don't read a lot of the Oddy's turn rate (maybe I'm not reading enough, though). I don't have too many problems with its turn rate though, but I can see why that is wanted to be boosted.
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  • neo1nxneo1nx Member Posts: 962 Arc User
    edited August 2013

    And frankly, it's a dreadnought, it should not be very maneuverable.

    if that is the logic i would request cryptic to lower the turn rate of the scimitar, because after all it is also a dreadnought and it 4 time the size of the galaxy, yet it turn better

    galaxy dreadnought cruiser: 6 base turn rate
    odyssey: 6 base turn rate +0.5 turn rate boost when using console set
    jem hadar dreadnought: 6 base turn rate ( 1.5 bigger than galaxy )
    adapted tal shiar battle cruiser: 7 base turn rate ( 2 time bigger than galaxy )
    scimitar: 7 base turn rate ( 4 time the size of the galaxy )

    as of today i just can't see the justification as to why the galaxy dreadnought should turn lower than even a star cruiser who is also bigger than him

    cryptic should boost it turn rate to a minimum of 6.5 but 7 would make more sense.
  • cmdrscarletcmdrscarlet Member Posts: 5,137 Arc User
    edited August 2013
    neo1nx wrote: »
    if that is the logic i would request cryptic to lower the turn rate of the scimitar, because after all it is also a dreadnought and it 4 time the size of the galaxy, yet it turn better

    galaxy dreadnought cruiser: 6 base turn rate
    odyssey: 6 base turn rate +0.5 turn rate boost when using console set
    jem hadar dreadnought: 6 base turn rate ( 1.5 bigger than galaxy )
    adapted tal shiar battle cruiser: 7 base turn rate ( 2 time bigger than galaxy )
    scimitar: 7 base turn rate ( 4 time the size of the galaxy )

    as of today i just can't see the justification as to why the galaxy dreadnought should turn lower than even a star cruiser who is also bigger than him

    cryptic should boost it turn rate to a minimum of 6.5 but 7 would make more sense.

    I agree with the bold part, all day.
  • dareaudareau Member Posts: 2,390 Arc User
    edited August 2013
    ... and lack of a 10th console slot. The latter is a pretty big issue, considering the Dreadnought Cruiser is a 2500 Zen ship; most 2000 Zen fleet ships, at this point, are statistically superior.

    I think we all know (and understand) Cryptics primary problem with releasing a Fleet Dreadnought; all Fleet ships are supposed to come WITHOUT any inherent abilities, so that only people who own the corresponding Z-Store vessels can take advantage of the classes unique variants. I understand (and don't disagree) with this business model; its reasonable to all sides involved, especially if you take the Fleet Ship Module discount (made available to owners of C-store varients) into account. The primary problem is that the Galaxy Dreadnought comes with an INBRED unique power in the Spinal Phaser Lance

    Here's a funny way of looking at it:

    Built-in Phaser lance = Deflector Phaser console from Vesta...

    As such, the Gal-X with built in Phaser Lance + 9 console slots = 10 consoles...

    Ergo, Galaxy-X is a "fleet level" ship, but it's phaser lance console is "bound" not only to the ship but to a "particular console slot"...

    Though, and I'll admit, the inclusion of the Fleet Excelsior with it's "built in" Hyper transwarp "console" + 10 actual console slots = 11. Galaxy-X could be the same... :P

    Though, honestly, after flying the Vesta as long as I have, and the Galaxy-X a few times with my Engie, I love the Vesta "lance" with it's 12 pulses over the "hyper beam overload" of the Gal-X's lance...
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited August 2013
    edalgo wrote: »

    Accuracy fix for the Lance

    That was ninja-fixed in an update just before LoR. I use mine all the time and it actually hits stuff now.
  • neo1nxneo1nx Member Posts: 962 Arc User
    edited August 2013
    dareau wrote: »
    Here's a funny way of looking at it:

    Built-in Phaser lance = Deflector Phaser console from Vesta...

    As such, the Gal-X with built in Phaser Lance + 9 console slots = 10 consoles...

    Ergo, Galaxy-X is a "fleet level" ship, but it's phaser lance console is "bound" not only to the ship but to a "particular console slot"...

    Though, and I'll admit, the inclusion of the Fleet Excelsior with it's "built in" Hyper transwarp "console" + 10 actual console slots = 11. Galaxy-X could be the same... :P

    Though, honestly, after flying the Vesta as long as I have, and the Galaxy-X a few times with my Engie, I love the Vesta "lance" with it's 12 pulses over the "hyper beam overload" of the Gal-X's lance...

    you also forget the cloack that took an other free console spot
  • neo1nxneo1nx Member Posts: 962 Arc User
    edited August 2013
    rmy1081 wrote: »
    That was ninja-fixed in an update just before LoR. I use mine all the time and it actually hits stuff now.

    it was not ninja fix, you just add the accuracy trait
  • jorantomalakjorantomalak Member Posts: 7,133 Arc User
    edited August 2013
    neo1nx wrote: »
    you also forget the cloack that took an other free console spot

    Meh not worth the console spot i got it resting in my bank never to be used again my fed toon runs the Failaxy-X and a Oddy...i got a thang for garbage scows lol jk
  • neo1nxneo1nx Member Posts: 962 Arc User
    edited August 2013
    Meh not worth the console spot i got it resting in my bank never to be used again my fed toon runs the Failaxy-X and a Oddy...i got a thang for garbage scows lol jk

    the utiliti of the cloack is dependant to what you do with the ship, however since it was an abilitie ship comparison you can not dismiss it or i is not a fair comparison
  • similonsimilon Member Posts: 0 Arc User
    edited August 2013
    I use my Venture-X like a KDF Battlecruiser. i.e. Dual cannons, cloaking lots and being surprisingly nimble.

    I think the main problem with it's various abilities is one inherent to most similar ships: a 3 minute cooldown on an ability that has negligible effect. Yes, you get a bonus 80K damage (depending how lucky you are) but when it's essentially finishing off a probe 2 seconds earlier, or shaving a few seconds off a gateways lifespan, I don't think it's significant enough to be worrying about.

    The main perk of that ship is it's ability to load Dual Cannons, the main thing that lets it down is people not using it right.
    ___________________________
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  • thratch1thratch1 Member Posts: 0 Arc User
    edited August 2013
    neo1nx wrote: »
    as of today i just can't see the justification as to why the galaxy dreadnought should turn lower than even a star cruiser who is also bigger than him

    There is a reason, but I'd hardly call it a justification.

    Cryptic wants you to buy new ships. They don't want to fix ships you already own, they want to release a brand new ship that you then plunk down $25-50 on the C-Store for.

    For instance, they don't want to fix the old Galaxy Retrofit; they want you to buy an Operations Odyssey, which is superior in every way, with the same functions.

    They don't want to fix the Galaxy Dreadnought; they want you to roll a Romulan and buy the Scimitar, or the D'Deridex Retrofit.

    In short, they want you to spend money. Fixing old ships has a roundabout way of actually costing them money; if they fixed the Galaxy Dreadnought (which most people already own if they want one), then not as many people would buy the next Federation Cruiser to be released.
    [SIGPIC][/SIGPIC]
  • neo1nxneo1nx Member Posts: 962 Arc User
    edited August 2013
    similon wrote: »
    I use my Venture-X like a KDF Battlecruiser. i.e. Dual cannons, cloaking lots and being surprisingly nimble.

    I think the main problem with it's various abilities is one inherent to most similar ships: a 3 minute cooldown on an ability that has negligible effect. Yes, you get a bonus 80K damage (depending how lucky you are) but when it's essentially finishing off a probe 2 seconds earlier, or shaving a few seconds off a gateways lifespan, I don't think it's significant enough to be worrying about.

    The main perk of that ship is it's ability to load Dual Cannons, the main thing that lets it down is people not using it right.

    well, i just hope you are using dual heavy cannons instead of just dual cannon, because here it would not be "using it right"!
  • neo1nxneo1nx Member Posts: 962 Arc User
    edited August 2013
    thratch1 wrote: »
    There is a reason, but I'd hardly call it a justification.

    Cryptic wants you to buy new ships. They don't want to fix ships you already own, they want to release a brand new ship that you then plunk down $25-50 on the C-Store for.

    For instance, they don't want to fix the old Galaxy Retrofit; they want you to buy an Operations Odyssey, which is superior in every way, with the same functions.

    They don't want to fix the Galaxy Dreadnought; they want you to roll a Romulan and buy the Scimitar, or the D'Deridex Retrofit.

    In short, they want you to spend money. Fixing old ships has a roundabout way of actually costing them money; if they fixed the Galaxy Dreadnought (which most people already own if they want one), then not as many people would buy the next Federation Cruiser to be released.

    that sound logical, but the problem is that the ship was already gimp before these ship came out, so it would not be an upgrade to make it on part with other new ship, but fixing some old " conception error".

    a cstore ship that have no value or role in comparison to any other will not sell.
    so that mean that every new player to the game will outright ignore it in there choice. or worst when they buy all cstore ship that are available, will still not buy this one because of it stats.

    i don't find that a particulary brilliant long term strategy
  • shotsdownshotsdown Member Posts: 1 Arc User
    edited August 2013
    dont know if it means much but here is my two cents on the matter. im a Eng and yes i have the Gal-X and im getting better at using it now since i switched everything over to support phasers. yes i have to agree the turn rate sucks and the hull could a little stronger but hey i knew when i spent the zen that there were better ships out there to buy, i bought it because of the "cool-factor"....is that a dumb way way to buy a ship, um maybe. to me the DN is an Eng way of being hard hitter still and looking good doing it.

    thats is all....let the complaining resume.
  • similonsimilon Member Posts: 0 Arc User
    edited August 2013
    neo1nx wrote: »
    well, i just hope you are using dual heavy cannons instead of just dual cannon, because here it would not be "using it right"!

    I have 3 of each - I was too used to disruptors when I first purchased, so wasn't thinking about how useless the phaser proc is. I have been experimenting, and like to keep at least one DC around, just for the fire points :P
    ___________________________
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  • neo1nxneo1nx Member Posts: 962 Arc User
    edited August 2013
    shotsdown wrote: »
    dont know if it means much but here is my two cents on the matter. im a Eng and yes i have the Gal-X and im getting better at using it now since i switched everything over to support phasers. yes i have to agree the turn rate sucks and the hull could a little stronger but hey i knew when i spent the zen that there were better ships out there to buy, i bought it because of the "cool-factor"....is that a dumb way way to buy a ship, um maybe. to me the DN is an Eng way of being hard hitter still and looking good doing it.

    thats is all....let the complaining resume.

    i am glad that you enjoy the ship fot itself and not for the stats.
    i was like you 2years ago, and still is or i will not continue to fly it.
    with today doff abilities, console, set and so on, there is a way to do something of it, but you will still fall behind what a tactical cruiser should be.
    this ship have a unique and great potential for a fed ship and right now it is waste.
    turn rate is a problem, but only 1 degree more should be sufficient, as for the hull, having more won't change a things, and it already have more than an assault cruiser.
    fly it with an eng is not a good idea ( i have done it for 6 month ) however if you take pleasure at it, continue.
    that is the most important after all.
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