View Single Post
Commander
Join Date: Aug 2012
Posts: 457
# 1 Fixing the Galaxy Class
02-21-2013, 12:48 AM
Been a lot of threads lately about the Galaxy class since the release of the Support Cruiser and Fleet Support Cruiser which are in many ways superior to the Galaxy class. This has reignite a fire under the bums of those who love the Galaxy class. I myself am a fan of the Galaxy class (not in the game, but in general). It's never really bothered me much that the ship is terrible since there are quite a few other ships I like so I simply fly one of them. Still all the threads lately got me thinking about how the ship should be or could be to make it actually worth using. I would like to bring your attention to the Exploration Cruiser Refit or Venture class. When you reach Captain this ship is actually great and useful. Here is the layout for those who don't know it off the top of their heads.

Bridge Officer Stations:
Lt Tac
Lt Eng
Cmd Eng
En Sci
Lt Sci

Consoles:
Engineering: 3
Science: 3
Tactical: 2

Maneuverability:
Turn Rate: 6
Inertia rating: 25

As you can see it's a rather balanced vessel. Both the bridge officer stations and consoles are good (at the captain lvl). Unfortunately, for some reason rather then continue with this layout the devs decided to go with the following for the VA and Fleet versions.

Bridge Officer Stations:
Lt Tac
LtCmd Eng
Cmd Eng
En En
Lt Sci

Consoles:
Engineering: 4 (5 - fleet)
Science: 3
Tactical: 2

Maneuverability:
Unchanged

As you can see they decided to go against the rather balanced layout of the venture and lean heavy on engineering. This is unfortunate, because in all honesty with only a single Cmd Engineering station you can tank very well and with a second Lt Engineering station you can basically tank anything all day long. So this over abundance of engineering stations and consoles in combination with it's horrid maneuverability have basically left the ship as little more then a pretty garbage scow. Here's the layout I would have preferred personally, which is based on the Venture layout.

Bridge Officer Stations:
LtCmd Tac
Lt Eng
Cmd Eng
En Sci
Lt Sci

Consoles:
Engineering: (4 - Fleet)
Science: 3
Tactical: (3 VA & Fleet)

Maneuverability:
Turn Rate: 6
Inertia rating: 25

Note: I'd prefer the Turn rate be bumped up to 7 or the inertia rating to 35 (or both) since this brick is really no fun to fly, but the ship would still be worth while without messing with its maneuverability if its console and bridge officer layout issues were rectified.

Ok lets look at the Bridge Officer stations. Firstly a LtCmd tac. This would give the ship access to some actual tactical abilities. I realize this might step on the Excelsior crowds fingers, but you must also remember that the Galaxy is a brick. So no cannon builds here and even with beams the Excelsior would be superior because it's easier to maneuver into an advantageous position not to mention it has 4 tactical consoles to the 3 I suggest. The other change is to the ensign engineering slot which, like the venture, I made a science station. This gives the ship a little science lean, but doesn't infringe on the Support Cruiser which has access to LtCmder level science skills making the layout somewhat unique when compared to the other cruisers available. I don't feel this is OP in any way, but it would make the Galaxy class something worth flying again (and without stepping on the other cruisers). As it is right now the ship is, in all honesty, a joke and useless in most roles. I'm curious to what other people have in mind that would ?Fix? the Galaxy class ? without going op overboard that is.


U.S.S. Mary Celeste