The Galaxy looks like a large liveaboard adventurer that can also become an Apollo, Expanse, or Caterpillar at will, and having a shuttle craft for that extra bit of Star Trek experience. Very intriguing ship. Great coverage!
The "at will" part might be a stretch - assuming that the modules are going to have a physicalized location that you will have to return to in order to swap them out.
yes because you can just EVA and change the module. IT cant become anything at will. youll have to fly back to a home base where your module is and switch it out then fly back to whatever you were doing.
what really intrigues me is the galaxies use as a fleet hospital/lazaret ship: its larger than an apollo, but better armed and more capable of escaping than a endeavor hope. While it's not quite my price/size range to buy, i am excited to see what people do with it when its out
If you own most of the support ships, you don't need the Galaxy. It's a great ship for a crew of friends / org that has basics ships. What we need to keep in mind about modular ships is that none of the modules will be worked on until the mechanics of their role is defined and implemented in the game. So, it might take a long time for those ships to be playable in their intended roles. I think we don't need new ships; we need game mechanics and that will start with PES!
The Galaxy looks like it ticks all the boxes on paper but you do raise some excellent points over the modularity and I do have an Expanse. Thanks for this breakdown.
Mapping the interior it is on par with the carrack for the size of the modular bays. Carrack modular bay size: 507m^2 (appx) Galaxy modular bay size: 550m^2 (appx)
I think we are all going to have to rethink how modularity ships fit into the whole mix after we get a real taste of multiple star systems and what it's like to be really spread out from easily swapping for the rest of your fleet. Right now, in Stanton you are only a few minutes away from your specialty ship to do your specific role. I'm curious to see how this progresses as we have more reason to want all arounders and stay out in the black longer. Great video, keep it up!
It makes me nauseous to see CIG pumping out concepts that fill the same role as years-old concepts. A modular ship that can carry hundreds of SCU and work as a medical facility or do some exploration or science work? What did I just describe? Four different unreleased ships and/or modules.
My very-very-generous optimism is that the Galaxy will be the clean-slate modular test platform to implement modularity and determine best practices going forward.
Here's the main difference between then and now. They're feeling much more confident in their ability to deliver on this multirole ship within the next few major patches than ever before. The fact that they even brought it back up to begin with says a lot with them being extremely hesitant to bring up any topic without something to show for it these days.
@@rhadiem that's going to be the last ship ever made, you should be aware of this already. It was in the cult of the endeavor pamphlets when you joined
Just a word of warning, don't ask on spectrum why the hangar size was advertised as XS, then after the sale was adjusted down to XXS. An org mate asked and got an immediate 1 month ban from spectrum. Admittedly he also asked why this happens so often, and always in the direction of reduced functionality and always after the the ship is sold. But that aside, I got a CCU to the ship anyway primarily for refining and whatever other module comes along.
I love the Galaxy. Can't say I'll utilize all 3 modules but a Medical ship with the option to swap to somewhat large cargohold is very tempting. Hyped about the unannounced modules
Great video. It definitely made me think more about my options. The fact that you have to chose one module makes you have to really think about what gameplay you want to be doing. Where as I wanted this ship to be able to cover everything. Thanks.
The Galaxy looks great! The cargo module alone will be useful. However, I wish CIG would have included different modules over the same medical and refining capabilities we already have other ships in development to perform. LTI options for modules would have been appreciated as well for people who chose to upgrade.
if you look at the floor of the Galaxy cargo module, its got 8 areas marked off for the 32 SCU containers, and you can stack them 2 high [see concept art where they have the Covalex box on the tractor beam/scafold and you can see similar sized boxes stacked to the sides, 2 high]. That equals 512 SCU in the cargo version. There is also supposed to be another amount of cargo without the box and we've seen cargo on the central lift for the med module, and what may be a smaller lift in the refinery module been studying the pics available.
@@billywashere6965 yeah small ones. The debate here is about the bigger ships (100+ meters) that take over a year to make after entering active production.
@@th3orist Sure, waiting 5+ years is a test for patience, but common sense must be applied here. The tech to make these ships viable in-game isn't even in game, so what exactly are people expecting? CIG has mentioned time and time over again why even some completed large ships aren't in the game, like the Hull-C. They COULD put it in the game, but then what? The same amount of people in the "community" complaining about CIG not delivering large concept ships will be complaining that the current ships have "no gameplay". Remember those same people have also recently made videos complaining about that regarding ships like the Reclaimer and Carrack since they're missing they're gameplay loops too? CIG is ultimately in a no-win situation with these people, many of whom simply want to complain for the sake of complaining. They have no clue how to design a game, or what it takes to build a game of this size/scope and make some of these promised features work. CIG has at least been open about WHY these large sub capital and capital ships aren't in the game, and have openly explained what the tech blockers have been for them. Whether people are willing to listen and be patient is up to them. CIG selling concepts to continue to help fund development is just the name of the game. For as much as I've seen people complain about everything CIG does to generate funds, I have never once seen one person offer any sort of sound business advice on how they can make just as much money, produce all of the backcatalog of ships, and maintain the operating costs to keep 800+ people employed. It's much easier to complain about concept ship JPGs than to come up with solutions, as evident by the litany of Reddit posts upvoted by hundreds or thousands of people who not once offered any legitimate solutions to their own gripes.
@@billywashere6965 while i appreciate your input (in the other discussion too) i get the impression that your goal is to deflect valid criticism. You say having to wait 5 years is a test of patience, now tbh i find that pretty much to be an euphemism for good marketing in order to milk the passion of the backers. You could also say that CIG dug that hole for themselves and now has to justify that vicious circle they created, because they listened maybe too much to the dreams and wishes of the community (of which you just yourself said we dont have any idea how to run a business like this, so then why trust us in terms of what we want to see in general in the game while it might be technically not very possible or with super super long development time?). So "the community" always serves as the scape goat here so to speak, depending what needs justifying. If there is criticism about the length of development the reply is "But the community wanted that". If there is criticism about why a ship is not yet in the game after 5 years of being just concept the reply is "But the community would complain if it comes out without mechanics." You see a pattern here? It's never "on CIG" and that i find at least a bit odd. Don't get me wrong, i like the project and have been following it for over 6 years but i don't want to justify a certain business practice simply from the stand point of "but how else could they generate x amount of money?" Well, maybe it would've been a good idea to simply not give in to dreams and wishes of fans if you as a gamedev at that point in time have literally zero idea if and when it will be feasible to implement? It's like "yeah sure throw all your money at us and we will figure the rest out later." A passionate backer has no insight into these processes (as you yourself said) so they act from a point of naivety and passion and it's the job of the developer to put the foot in the door and say "stop, until here but not more". And imho CIG failed to do that and that's what led us to today and having these kinds of tech debts, barriers, blockers and whatnot that complement each other to create even bigger and time consuming problems. I have been defending CIG with exactly the words you just wrote. Simply can't anymore, because the longer it takes it becomes more and more apparent that we are kind of stuck in mud and the wheels are spinning with very little progress compared to the time frame. And of course there is also SQ42 that also serves as a reason why progress in the PU is slow and how convenient is it that it can't be verified because its 'under wraps'? You see how well crafted all these arguments are to help defend CIG?
@@th3orist Sure, CIG did create the cycle that some consider to be a problem for themselves. They didn't have to listen to gamers and increase the scope. They didn't have to build new middleware or design ships around tech that doesn't yet exist. They didn't have to do any of that... but then the result would have been Elite Dangerous just re-titled to Star Citizen. Elite Dangerous is literally Star Citizen without the tech debt. Because they played it safe, they made a product and they released it. It's technically complete. But now here's the thing, we already have Elite Dangerous, so what's the point in repeating that? I don't continue to give CIG money to redo, remake, or retread where everyone else has already been. Every single other AAA publisher in the industry right at this very moment is doing that. Every new live-service is just a retread of what came before. Nothing groundbreaking, nothing new. It's fancier graphics on tried and true concepts running on tried and true tech. It's safe, relatively affordable (for the size of the publishers) and usually results in big returns on the backend (i.e., post-launch DLC, pre-launch DLC, microtransactions, look boxes, and battle passes). Now is CIG to blame for their own situation? Sure. But as I said, how else do they reach the point where they are if they hadn't? They sold people on a dream no one else is even bothering to make, and they have to keep the funding going to make that dream come true. At this point, it seems ridiculous to start trying to curb that funding as if what they've already accomplished isn't proof enough of the concept for the dream they want to make into a reality. Is there some other studio attempting the same thing with the same fidelity and scope? Is there a cheaper but equally feature rich space sim available? As I've said... if there's someone with the business acumen to suggest an alternative funding methodology, I would be all for it... if it works, and I'm sure CIG would be to. But at this point it is what it is because the beast is too large to sate any other way. So long as they keep chipping away at milestones and forcibly pushing the gaming industry forward, I'm okay with that... because in the end, what's the alternative?
Im looking forward to the concept art for the Polaris they are goign to show us next week. Im hoping it will match the Galaxies general design language, but have a lager hangar and large adjoining cargo hold. Then a torpedo room. Im looking forward to seeing how similar the Polaris is to the Galaxy. Think I'm goign to go for the Polaris. its like a Galaxy.. but has teeth. plus as the captain you get to say "torpedoes, full spread!" which is defanatly a good feature.
The thing that people are overlooking about the Expanse is that it can handle six jobs at once. The concepts for the Galaxy refinery module show two sets of hardware. I suspect that the Expanse will be significantly better for high speed throughput of jobs, while the Galaxy may only benefit from the ability to do larger individual jobs.
Thanks for the great explanation. I would rather buy 3 solo ships than one modulair one. Even when flying it mainly solo needing to swap the modules out to change it function is equal work to switching ships. And as you can only have one module at a time enabled, having 3 ships allows for using the three ships at the same time with a team. One for storage, one for mining and one for refining. The ship concept does look cool. I'll check back in say 5+ years to see what it has become and then decide.
It seems more useful in its medical or refinery configurations, but will likely be outclassed by separate purpose built ships at a lower price and crew requirement. Likely only useful as a cheap layaway CCU
That's exactly how CIG plan it: they want you to imagine it, not actually have it. This particular ship looks nice, although it does look like 2 other concepts we're "imagining" already, so that's a let down. Still, it doesn't really offer anything special either. You'll be 2nd fiddle to an Endeavor Hope, or you'll be second fiddle to a future capital refining ship, or you'll be 2nd fiddle to, ummm? oh something that I don't give a crap about either - it's a piss poor useless ship actually. If this game ever gets going, which I doubt, this is one I would regret buying. In any event, like the other two better ships that look like it, they're all going to be exactly where they are right now, but in 2032 i.e. not even started!
@@darthschumy But you don't have to ever regret buying any ship (other than spending the money in the first place) if you find out another ship ends up suiting you better then you can upgrade or melt.
I love how community still is behind this game every step of the way with newer ships costing 300-400$ and 'promise' aka concept that they will work in the future, while they still sell mustang alpha as a starting package with not working the only thing it has to offer - cargo, making it terrible ship to start as you can do half of the stuff in game (yes, that was my first ship)
I always thought the carrack would be the end-all of non-combat subcaps, but they really outdid themselves here. Probably gonna get a CCU to it or something, just hope that it releases soon.
Here's hoping we aren't waiting as long as people have been for Caterpillar modules, I also think that having a refinery module on a ship with only 64 SCU as of release when you add on the operating costs of a mining ship.
Not with THAT turret placement and the turrets being the only weapons it has. Anything manages to latch onto the top of that ship is going to eat it alive. And if the modulars are any indication, the rear half past the belly is also going to be a major liability so it's rear is a massive blindspot. A parasite ship is going to be MANDATORY to peel anything out of it's blind spot in combat. In short, this thing is a massive combat liability. Likely able to hold it's own in a support capacity but a combat platform it is not. Its best use is going to be in a support element. Logistics. Transport. Senors. Outpost. ect. It's going to be a very versatile ship who's main function is filling in whatever gap you're missing outside of combat.
I really like the look of the galaxy and modularity is a great idea. But as a person that will only be using one of those loops I would rather see a dedicated ship for those loops. Because with modularity you can get the whole jack of all master of none situation. The concept does look awesome though.
This ship also finishes cementing RSI's new design language and expected aesthetics, and I gotta say, while definitely less "unique", as it may, it is, just like the Perseus and Scorpius, pretty damn sweet in that regard.
I'm liking the gantry crane. One thing putting me off multiple different cargo ships is if we have to tractor beam individual boxes, because no one's got time for that.
The Galaxy is in my opinion a solid large vehicle choice and hopeful example for future releases of other manufactures. So like the Spirit that could have been modular as well. It would open future proof easy variety in ships and companies for new game loops.
According to the ISC vid, the Galaxy with the cargo module will hold 544 SCU. Based on the concept pictures, it'll hold 16x32-SCU (512 SCU) + 32 SCU in a separate cargo area. I'm looking forward to its modularity, since I'd like to have a large ship that can do each of those roles.
The info on the site says the cargo module has 512 SCU, that combined with the 64 SCU of the hanger bay means it would have a total of 576 SCU. Same as the Caterpillar.
I love the look of the RSA Galaxy! I just wish the hanger was large enough to support a mining ship otherwise that refinery is of little use. A ship this size should be able to go out into the verse and be able to complete a game loop, i.e. mine > Refine > load up and take SCU boxes to the nearest station. Would be perfect!
hopefully the presence of multiple large RSI concepts mean they can develop assets that can be used for multiple ships, accelerating production. Oh wow you literally make the same point. excellent!
I'm definitely on the fence for this one. On the one hand, just having the Carrack as a loaner means I could spend the ~$200 on other stuff and have more ships for the same money but, on the other hand, the modular thing doesn't instill much confidence for it being released any time soon (tm).
We don't know for certain yet that it doesn't have a built in med bay, I hope it does. It is a really nice looking ship, love the RSI look. Thanks for the great video!
I have seriously considered melting my expanse for this beast since it can do the same thing as well as other tasks. Especially considering they give you a Carrack as a loaner until the ship goes live.
I think after the 3.18, CIG should really focus on adding the in game modularity to ships, cause it feels like buying the modules in game would be better in with real money
I like that your take on this is a bit more measured, analyzing what the Galaxy could add to your existing fleet or whether it was just going to burn some cash and sit in a hangar.
being someone who is in love with the modern RSI design style and the added bonus of its modulatiry im definately shilling out for the galaxy as my first big buy as long it aint crazy expensive
Pretty good call on the pricing, almost dead on. I'd add to what you said by pointing out that carrack has 3 module slots over the one which to me is a massive increase in versatility when they actually get modules into the game
I think the effectiveness of the modules on various ships like the Galaxy, Cat and Carrack depend on the size of each module. The Galaxy looks like it gets one bigger module, the Carrack gets three smaller ones, and the Cat gets four smaller modules. Of course this is nothing but a guess.
Really important ... Endeavor + hangar + Medical Module is also in the shop. If you want to spend a lot, do the math - if the Galaxy is more expensive, get the Endeavor.
The looks are amazing. The name is perfect. The only thing is I wish it had the first beam weapon on a non-capital. Would have been the perfect Star Trek tie in.
It's what I was hoping for the Odyssey, but I'm glad proper ship refining is coming out. Perhaps the Odyssey could be modified with modules, but that's just an idea. I'm sure at the end we'll have enough ships for every role and personal taste.
The combination of big ship and modularity is something that doesn't promise a fast delivery to flight ready. You're right about the competing modular ship versatility though. They do more than just the module. I guess the hangar does count for a little but it's not like the Carrack doesn't do that too. The RSI day is less than 10 hours away so we'll know more soon.
Just melted my carrack for this ship, it fits the exact role I needed (large multi role, jack of all trades 6+ players, as a gap fill between my caterpillar and endeavor)
8:00 there is a cargo elevator in the middle of the module, slightly bigger than the one on the med module, and if I'm right, also bigger than the one on the refinery module (if there is one)
refinery don't have one, but bags get sucked from outside the hull thanks to a tractor beam that plug them in place of the cargo door. So you don't need a hangar to pick a mole/prospector bags or even bigger bags from another mining ship. You just need to tow them to you, plug them on the hull, and empty them. Then, send them back to the mining ship and process to stock inside of the mandatory cargo hold. Or, maybe send them back to prospector straight away, like expanse does. :) One thing for sure, bags never enter the ship and its showned in an artwork ;) Thats pretty cool btw ^^
Always appreciate your balanced approach to ship releases. You come from a strong supporting position for SC without getting too caught up in hype, which is a great approach in my opinion. Many people are full hype or full salt. Also your price guess was spot on lol. Of note, the cat already got a price bump last year, it was 290, now 330. Not 100% sure but 90ish.
Hmm. I dunno. The advantages seem significant still. 1. The Galaxy looks to have 5 to 6 medical beds in module. As opposed to 1 or 2. 2. 16*32 + some cargo in hangar is 500+ scu with cargo module. More than the Carrack, about on par with Caterpillar. 3. The pods don't have to go through the hangar door.
I think they need to work on the other modular ships that have been in the pledge store for years. When he said “the harbinger of modularity” I can see why the drama around it started.
Modular is a good idea - but if you're a member of an organization, then this would be a great versatile ship to allow the crew to accomplish a variety of tasks not limited by a single role.
Already melted it after reading the Q&A. It's a beautiful ship but other than that, there's other ships that do anything it does, but better. And since you can't swap modules on the fly, there's no difference between taking a different ship and swapping the module on the Galaxy.
The misc odyssey is everything I want in a ship and I can’t wait for it to come out, it’s like my mole and a cargo ship and a refinery at the same time.
I have to say I absolutely love the whole shape and design of the Galaxy, I am also wondering how it will go up against the expanse, Carrack, and Caterpillar. Maybe CIG will give us some more news on it. so far, every single ship has a role, I'm sure the Galaxy will have one too.
Love the look but I swore to myself I would never buy another ship after I got my Perseus. It’s my only ship even though it isn’t in game but I’m just so in love with the idea of the ship and obviously I can totally understand others falling in love with another beautiful RSI masterpiece.
Not that fussed about the Galaxy, but the RSI Perseus I'm interested. With the bridge overlooking the large forward facing gun turret looks awesome. Real "ship of the line" vibes coming from this.
I picked up the complete pack for 530, which I felt was worth it. With the cargo module, it's got the same total SCU as the Cat(more than the Carrack, which I have), with the medical it's got more beds than(I believe) anything short of the big hospital ship(Endeavor Hope?), and I have to imagine that the refinery will handle more than the Expanse(which I also have).
What I love about RSI is their synergy, between their ships. Take the Perseus and the Galaxy. If you own both, the crew# is the same. You can run the Galaxy to make the money to fund all those raids with the Perseus that go BOOM ! In this scenario, You only need 2 ships (not necessarily a Perseus) to do most game play loops. I can see the Galaxy getting salvage, repair, exploration, transportation and many other modules as the game moves forward in time. Getting a C8X or Cutter, depending on if the Cutter will fit in either the hangar or cargo hold, wouldn't hurt either. I have a CCU from my Caterpillar to Galaxy base just in case I like it better. Note running both a Perseus and Galaxy simultaneously still has a smaller crew# than a Polaris 14 fully crewed, although the Polaris can have a min crew of 6 so the scenario still can apply. If I wasn't already a 9yr. veteran of the game, plus have a fleet, I would get a daily driver of your choice, a Galaxy and call it done. You will be able to earn enough money quickly with the Galaxy, to buy any other ships you might want in game .
Thanks for bring me a bit back on the ground, and start to think about what it really offers, over what else i have already! And see if its value is any good for me!
They also mentioned a manufacturing module, and some unspecified others, coming later. That would be an interesting addition, which of course, could be added to other modular ships also.
The biggest selling point for me (besides the RSI design language) is the base building module and the anticipated RSI mining ship. Since I planned on getting the mining ship which is rumored to have some refining capabilities, I want to primarily use the cargo and base building module for the Galaxy. It'll be an important role within my fleet for transporting goods and eventually building out my planned bases throughout the verse.
I view the Galaxy as CIG finally finding their legs for modularity. The Tally and 600i more than likely taught them some valuable lessons in implementation, which opened doors for test beds like the Galaxy. I anticipate that the Carrac and Cat will only benefit from this progress, and believe we'll be seeing those sooner than folks think.
The Cargo of the Carrack is 430 round about the cargo of the RSI Galaxy is close to 600 scu because your hanger bay has a bit of cargo as well and with the cargo module it will allow you to hold to 600 and maybe a little more it is more to compete with the c2 in that it is modular and allowing you to do what you would like with one ship if you swap out the modules the carrack is good for exploring and bring a all in one ship but it is much smaller in storage and for refining it wont have the capability's to do so because of that the refining needs space and if it where to get some it would be a small refinery like the expanse which has six small reactors it would be more towards the science modules and a un know module that has yet to be announced the Galaxy is the FIRST LARE REFINING ship in the verse. but the only question is what will the refining be like, will it be faster than the expanse, or slower but higher yields. And it also is a hospital ship if you would like but to be far you must look at this more realistic as in each ship maker is its own company and wants to compete with the other ship makers so it makes sense why the galaxy is the way it is The CARRACK is a Scouting and exploring ship not a medical ship and will never be one it wont be a refining ship unless it is very small and slow with small yields it is more of a science vessel the Drake Caterpillar their is a lot yet to be know with it and it would be a good refining ship if that module is allotted but I don't want to see Medical with drake because if that they way their design it is all dirty and exposed not the type for Medical but good for Rough Science but for Refining maybe it would be good but it would have to take up to module spaces but the way its design each module is its own and as far I can see the galaxy is the only one that is capable for the space to have 2 Large Size Refinery's but their is the thing non ship refinery's need to be better in terms if refining ships are going to be in the game
Very good points, when you get past the hype of a fancy new ship. My friend owns both a carrack and a caterpillar and he wants to buy this ship as well. I'll link him this video then see what he thinks
I would think that Carrack would get more exploration-focused modules, Galaxy would get more industrial/focused+high quality type modules, and Caterpillar would get jack-of-all trades master of none type modules - so a hospital module, sure, but a lower quality one. Cheap and replaceable and easily reparable pirate outpost stuff.
Thanks for the review and thoughts on the Galaxy! Though I have other ships that fit the different specializations this modular ship offers, I like that it could provide an "away ship" for activities located distant from my main area of operation. I may have cargo, medical and refinery capabilities that are better in other ships, but that requires me to be near all of them. With a modular design, I could take the Galaxy to a distant system where they have the modules I may need so all I need to do is take my one ship. This seems to be the biggest strength of the Galaxy and other modular ships to me. Other ships can do it better for the same price, but are stuck in their singular capability. I picked up a CCU and will decide later if I will use it. But for now I am interested to see where this goes.
All it needs is an exploration module. Maybe a single drone, one T2 bed, and a storage and a small holo mapping area. Would be nice to have it be more like a Carrack Lite
I think that something overlooked with ships is the crew component. If a ship can't provide value to make it worthwhile to all of the crew members, then it's not a good ship. In the case of the Galaxy, it needs to pay out for six crewmen. For comparison: the Apollo's have the same number of medical beds, with only two crewmembers. The Hull C can haul 8x as much cargo with only four crew (let alone the Hull D or E.) I find the notion that you and your friends are going to want to use this particular ship over any other to be wanting, unless you have five wealthy friends who just want adventure sans profit.
Excellent point on the carrack/cat able to many things at once whereas the Galaxy you must choose 1 role at a time. Plus who lnows how long to change modules once the game is done.
9:13 Apollo still has features that the galaxy doesn't like the drones. where you have to use either the elevator or the hanger with a C8R. which it self is more ideal for certain people. Not just for being classed as medical ship alone.
I suspect that the Galaxy's single module is going to be better than the much smaller modules of the Carrack and Caterpillar. You only get one module, but it allows you to be near the best in your class. Not only that, but they list the Galaxy's minimum crew as 1 while the Carrack has a minimum crew of 4 and the Caterpillar has a minimum crew of 2. Making me think that the turrets on the Galaxy are either designed to work with AI slaves or can be tied directly into the pilot's seat. The Galaxy would effectively be the largest ship that a single person can fly.
The loner for the Galaxy IS a Carrack . Other versatility considerations to talk about when making Vids like these. 1: What are the Loners? 2: The Carrack Turret DPS is 4086. The Galaxys DPS is 7572 with size 5 laser cannons with a almost 3km range. Even the 2 size 5s on a A2 can easy kill NPC hammerheads and hit them at almost 3km before they are even in range to fire back. Carrack can NOT do this. there not combat ship I known, BUT we are comparing how many things a ship can be use for " versatility " . 3: what size ships and vehicles can it carry? this matters in system like pyro were CIG says the system is much bigger . 40+ mins to jump across, To far of a jump for fighters. Thus u NEED something that can carry them. BMM, Odyssey, Liberator, Polaris can carry saber size ships (and MAYBE a tank size vehicles). Carrack and caterpillar can NOT do this. 4: Floor plan layout. Current Carrack layout is atrocious. just try to all fit your team mates on that tiny tiny lift and see what happens. tiny lifts that don't all go to all floors of the ship. big lift in the back that don't go to the outside of the ship thus needing you to run thru many air locks to get to. Think what you will have to do just to get ur incapacitated team mates to the med bay fast when the ship is under fire. The med Drone are NOT getting in there. Sure it has a hi lvl med bay. but so do the Banu Merchantman, Odyssey, and Polaris. Try this. make a spreadsheet of every thing theses ships can maybe do in a pinch and you will start to see just which ones have the best versatility. 5: personal taste in ship manufacturer. what if someone likes RSI bit hates Drake or Anvil ships? in any case why try to wonder when ech will get worked on done. when all can be melted and just put in to buybacks rather then put new money in to? Allso those that plan to get ships in game buy playing , may also look at Vids to see what to spend there UEC they took alot of time to grind for. keep that in mind. Also the more things your ship can do even if it not the best at it means you dont need as many ships in your fleet. thus that may work out cheaper.
I'm very interested in the Galaxy, however if it is not in production or if we don't get words on modularity shortly, it'll be a in-game purchase for me. I'm not one of them but people are waiting for their BMM, Polaris and so on, CIG should really clarify things up.
The Galaxy looks like a large liveaboard adventurer that can also become an Apollo, Expanse, or Caterpillar at will, and having a shuttle craft for that extra bit of Star Trek experience. Very intriguing ship. Great coverage!
The "at will" part might be a stretch - assuming that the modules are going to have a physicalized location that you will have to return to in order to swap them out.
@@kilozulu2413 dont forget the costly price for those modules
yes because you can just EVA and change the module. IT cant become anything at will. youll have to fly back to a home base where your module is and switch it out then fly back to whatever you were doing.
@@koolerpure how much should they charge for it?
love how you put the pros and cons together and be honest
what really intrigues me is the galaxies use as a fleet hospital/lazaret ship: its larger than an apollo, but better armed and more capable of escaping than a endeavor hope. While it's not quite my price/size range to buy, i am excited to see what people do with it when its out
If you own most of the support ships, you don't need the Galaxy. It's a great ship for a crew of friends / org that has basics ships. What we need to keep in mind about modular ships is that none of the modules will be worked on until the mechanics of their role is defined and implemented in the game. So, it might take a long time for those ships to be playable in their intended roles. I think we don't need new ships; we need game mechanics and that will start with PES!
I would suspect that this is only true for the refinery module as medical and cargo systems are already implemented.
The Galaxy looks like it ticks all the boxes on paper but you do raise some excellent points over the modularity and I do have an Expanse. Thanks for this breakdown.
Mapping the interior it is on par with the carrack for the size of the modular bays.
Carrack modular bay size: 507m^2 (appx)
Galaxy modular bay size: 550m^2 (appx)
I hope there is a lot of synergie between the 3 big ships from rsi so they can develop them together much faster
I think we are all going to have to rethink how modularity ships fit into the whole mix after we get a real taste of multiple star systems and what it's like to be really spread out from easily swapping for the rest of your fleet. Right now, in Stanton you are only a few minutes away from your specialty ship to do your specific role. I'm curious to see how this progresses as we have more reason to want all arounders and stay out in the black longer. Great video, keep it up!
It makes me nauseous to see CIG pumping out concepts that fill the same role as years-old concepts. A modular ship that can carry hundreds of SCU and work as a medical facility or do some exploration or science work? What did I just describe? Four different unreleased ships and/or modules.
Where is my Endeavor??!!!!!!!!!!!!!!
My very-very-generous optimism is that the Galaxy will be the clean-slate modular test platform to implement modularity and determine best practices going forward.
Here's the main difference between then and now. They're feeling much more confident in their ability to deliver on this multirole ship within the next few major patches than ever before. The fact that they even brought it back up to begin with says a lot with them being extremely hesitant to bring up any topic without something to show for it these days.
@@rhadiem that's going to be the last ship ever made, you should be aware of this already. It was in the cult of the endeavor pamphlets when you joined
The cat modules supposedly do all of that and more! Lololol
Just a word of warning, don't ask on spectrum why the hangar size was advertised as XS, then after the sale was adjusted down to XXS. An org mate asked and got an immediate 1 month ban from spectrum. Admittedly he also asked why this happens so often, and always in the direction of reduced functionality and always after the the ship is sold. But that aside, I got a CCU to the ship anyway primarily for refining and whatever other module comes along.
I love the Galaxy. Can't say I'll utilize all 3 modules but a Medical ship with the option to swap to somewhat large cargohold is very tempting. Hyped about the unannounced modules
Great video. It definitely made me think more about my options. The fact that you have to chose one module makes you have to really think about what gameplay you want to be doing. Where as I wanted this ship to be able to cover everything.
Thanks.
The Galaxy looks great! The cargo module alone will be useful. However, I wish CIG would have included different modules over the same medical and refining capabilities we already have other ships in development to perform. LTI options for modules would have been appreciated as well for people who chose to upgrade.
if you look at the floor of the Galaxy cargo module, its got 8 areas marked off for the 32 SCU containers, and you can stack them 2 high [see concept art where they have the Covalex box on the tractor beam/scafold and you can see similar sized boxes stacked to the sides, 2 high]. That equals 512 SCU in the cargo version. There is also supposed to be another amount of cargo without the box and we've seen cargo on the central lift for the med module, and what may be a smaller lift in the refinery module
been studying the pics available.
I think all of these new ships are great but I hope they start coming out from concept faster than before. Also, great video!
Didn't they release like six ships this year?
@@billywashere6965 yeah small ones. The debate here is about the bigger ships (100+ meters) that take over a year to make after entering active production.
@@th3orist Sure, waiting 5+ years is a test for patience, but common sense must be applied here. The tech to make these ships viable in-game isn't even in game, so what exactly are people expecting? CIG has mentioned time and time over again why even some completed large ships aren't in the game, like the Hull-C. They COULD put it in the game, but then what? The same amount of people in the "community" complaining about CIG not delivering large concept ships will be complaining that the current ships have "no gameplay". Remember those same people have also recently made videos complaining about that regarding ships like the Reclaimer and Carrack since they're missing they're gameplay loops too?
CIG is ultimately in a no-win situation with these people, many of whom simply want to complain for the sake of complaining. They have no clue how to design a game, or what it takes to build a game of this size/scope and make some of these promised features work. CIG has at least been open about WHY these large sub capital and capital ships aren't in the game, and have openly explained what the tech blockers have been for them.
Whether people are willing to listen and be patient is up to them. CIG selling concepts to continue to help fund development is just the name of the game.
For as much as I've seen people complain about everything CIG does to generate funds, I have never once seen one person offer any sort of sound business advice on how they can make just as much money, produce all of the backcatalog of ships, and maintain the operating costs to keep 800+ people employed. It's much easier to complain about concept ship JPGs than to come up with solutions, as evident by the litany of Reddit posts upvoted by hundreds or thousands of people who not once offered any legitimate solutions to their own gripes.
@@billywashere6965 while i appreciate your input (in the other discussion too) i get the impression that your goal is to deflect valid criticism. You say having to wait 5 years is a test of patience, now tbh i find that pretty much to be an euphemism for good marketing in order to milk the passion of the backers. You could also say that CIG dug that hole for themselves and now has to justify that vicious circle they created, because they listened maybe too much to the dreams and wishes of the community (of which you just yourself said we dont have any idea how to run a business like this, so then why trust us in terms of what we want to see in general in the game while it might be technically not very possible or with super super long development time?). So "the community" always serves as the scape goat here so to speak, depending what needs justifying. If there is criticism about the length of development the reply is "But the community wanted that". If there is criticism about why a ship is not yet in the game after 5 years of being just concept the reply is "But the community would complain if it comes out without mechanics." You see a pattern here? It's never "on CIG" and that i find at least a bit odd. Don't get me wrong, i like the project and have been following it for over 6 years but i don't want to justify a certain business practice simply from the stand point of "but how else could they generate x amount of money?" Well, maybe it would've been a good idea to simply not give in to dreams and wishes of fans if you as a gamedev at that point in time have literally zero idea if and when it will be feasible to implement? It's like "yeah sure throw all your money at us and we will figure the rest out later." A passionate backer has no insight into these processes (as you yourself said) so they act from a point of naivety and passion and it's the job of the developer to put the foot in the door and say "stop, until here but not more". And imho CIG failed to do that and that's what led us to today and having these kinds of tech debts, barriers, blockers and whatnot that complement each other to create even bigger and time consuming problems. I have been defending CIG with exactly the words you just wrote. Simply can't anymore, because the longer it takes it becomes more and more apparent that we are kind of stuck in mud and the wheels are spinning with very little progress compared to the time frame. And of course there is also SQ42 that also serves as a reason why progress in the PU is slow and how convenient is it that it can't be verified because its 'under wraps'? You see how well crafted all these arguments are to help defend CIG?
@@th3orist Sure, CIG did create the cycle that some consider to be a problem for themselves. They didn't have to listen to gamers and increase the scope. They didn't have to build new middleware or design ships around tech that doesn't yet exist. They didn't have to do any of that... but then the result would have been Elite Dangerous just re-titled to Star Citizen. Elite Dangerous is literally Star Citizen without the tech debt. Because they played it safe, they made a product and they released it. It's technically complete.
But now here's the thing, we already have Elite Dangerous, so what's the point in repeating that?
I don't continue to give CIG money to redo, remake, or retread where everyone else has already been. Every single other AAA publisher in the industry right at this very moment is doing that. Every new live-service is just a retread of what came before. Nothing groundbreaking, nothing new. It's fancier graphics on tried and true concepts running on tried and true tech. It's safe, relatively affordable (for the size of the publishers) and usually results in big returns on the backend (i.e., post-launch DLC, pre-launch DLC, microtransactions, look boxes, and battle passes).
Now is CIG to blame for their own situation? Sure. But as I said, how else do they reach the point where they are if they hadn't? They sold people on a dream no one else is even bothering to make, and they have to keep the funding going to make that dream come true. At this point, it seems ridiculous to start trying to curb that funding as if what they've already accomplished isn't proof enough of the concept for the dream they want to make into a reality.
Is there some other studio attempting the same thing with the same fidelity and scope? Is there a cheaper but equally feature rich space sim available? As I've said... if there's someone with the business acumen to suggest an alternative funding methodology, I would be all for it... if it works, and I'm sure CIG would be to. But at this point it is what it is because the beast is too large to sate any other way.
So long as they keep chipping away at milestones and forcibly pushing the gaming industry forward, I'm okay with that... because in the end, what's the alternative?
Great information! Thanks for taking the time to provide plenty data and opinion.
All these ships releasing are getting me excited but I'm still leaning toward the merchentman when it's ready as one of my wants.
well they delayed it
my problem here (i own a bmm as well) it that the bmm is absolutely huge now (200+m) and im probably better off with something 90-110m
@@mrblobby6284 Thats why I ccu'd my expanse to the galaxy, so that if my BMM is too much, I have something smaller for general play with friends.
Dude you raised some points that I didn't even think of. The fact the other modular ships seems to have more benefits.
Im looking forward to the concept art for the Polaris they are goign to show us next week. Im hoping it will match the Galaxies general design language, but have a lager hangar and large adjoining cargo hold. Then a torpedo room. Im looking forward to seeing how similar the Polaris is to the Galaxy. Think I'm goign to go for the Polaris. its like a Galaxy.. but has teeth. plus as the captain you get to say "torpedoes, full spread!" which is defanatly a good feature.
The thing that people are overlooking about the Expanse is that it can handle six jobs at once. The concepts for the Galaxy refinery module show two sets of hardware. I suspect that the Expanse will be significantly better for high speed throughput of jobs, while the Galaxy may only benefit from the ability to do larger individual jobs.
Love your videos as always! So much to think about. I feel like I'd prefer a Polaris, but I worry about having enough people to run it...
Thanks for the great explanation. I would rather buy 3 solo ships than one modulair one. Even when flying it mainly solo needing to swap the modules out to change it function is equal work to switching ships. And as you can only have one module at a time enabled, having 3 ships allows for using the three ships at the same time with a team. One for storage, one for mining and one for refining. The ship concept does look cool. I'll check back in say 5+ years to see what it has become and then decide.
Keep up the great work! Good timing on this one ;P
Thanks - it was a push to get it done when I decided to push it out early.
It seems more useful in its medical or refinery configurations, but will likely be outclassed by separate purpose built ships at a lower price and crew requirement. Likely only useful as a cheap layaway CCU
Just imagining how it would feel to get all of those ships in one year..
That's exactly how CIG plan it: they want you to imagine it, not actually have it. This particular ship looks nice, although it does look like 2 other concepts we're "imagining" already, so that's a let down. Still, it doesn't really offer anything special either. You'll be 2nd fiddle to an Endeavor Hope, or you'll be second fiddle to a future capital refining ship, or you'll be 2nd fiddle to, ummm? oh something that I don't give a crap about either - it's a piss poor useless ship actually. If this game ever gets going, which I doubt, this is one I would regret buying. In any event, like the other two better ships that look like it, they're all going to be exactly where they are right now, but in 2032 i.e. not even started!
@@darthschumy But you don't have to ever regret buying any ship (other than spending the money in the first place) if you find out another ship ends up suiting you better then you can upgrade or melt.
@@darthschumy doom and gloomer b like
THat's how you realise you're in the matrix
I love how community still is behind this game every step of the way with newer ships costing 300-400$ and 'promise' aka concept that they will work in the future, while they still sell mustang alpha as a starting package with not working the only thing it has to offer - cargo, making it terrible ship to start as you can do half of the stuff in game (yes, that was my first ship)
I always thought the carrack would be the end-all of non-combat subcaps, but they really outdid themselves here. Probably gonna get a CCU to it or something, just hope that it releases soon.
before saying this i would wait for the 'real life' version of this ship. never judge purely from concept.
Here's hoping we aren't waiting as long as people have been for Caterpillar modules, I also think that having a refinery module on a ship with only 64 SCU as of release when you add on the operating costs of a mining ship.
I love the design of this ship but it looks and feels more like a combat platform than anything else
Looks yeah, feels nah. It has 3xS5 turrets so it's not going to do much.
Not with THAT turret placement and the turrets being the only weapons it has. Anything manages to latch onto the top of that ship is going to eat it alive. And if the modulars are any indication, the rear half past the belly is also going to be a major liability so it's rear is a massive blindspot. A parasite ship is going to be MANDATORY to peel anything out of it's blind spot in combat. In short, this thing is a massive combat liability. Likely able to hold it's own in a support capacity but a combat platform it is not.
Its best use is going to be in a support element. Logistics. Transport. Senors. Outpost. ect. It's going to be a very versatile ship who's main function is filling in whatever gap you're missing outside of combat.
I really like the look of the galaxy and modularity is a great idea. But as a person that will only be using one of those loops I would rather see a dedicated ship for those loops. Because with modularity you can get the whole jack of all master of none situation. The concept does look awesome though.
This ship also finishes cementing RSI's new design language and expected aesthetics, and I gotta say, while definitely less "unique", as it may, it is, just like the Perseus and Scorpius, pretty damn sweet in that regard.
Definitely a ton of good points. I did get hyped but now I’m hesitant. Thank you I have to decide what gameplay I want to do
Always enjoy the candid vids!
"By the end of this year, all concept ships will have been delivered."
-Chris Roberts, 2015
I'm liking the gantry crane. One thing putting me off multiple different cargo ships is if we have to tractor beam individual boxes, because no one's got time for that.
The Galaxy is in my opinion a solid large vehicle choice and hopeful example for future releases of other manufactures. So like the Spirit that could have been modular as well. It would open future proof easy variety in ships and companies for new game loops.
According to the ISC vid, the Galaxy with the cargo module will hold 544 SCU. Based on the concept pictures, it'll hold 16x32-SCU (512 SCU) + 32 SCU in a separate cargo area. I'm looking forward to its modularity, since I'd like to have a large ship that can do each of those roles.
The info on the site says the cargo module has 512 SCU, that combined with the 64 SCU of the hanger bay means it would have a total of 576 SCU. Same as the Caterpillar.
@@OmegaZyion Yeah, they updated it, I guess we can probably stack another 32 SCU on top of or beside the first 32 SCU they said in the ISC vid.
I love the look of the RSA Galaxy! I just wish the hanger was large enough to support a mining ship otherwise that refinery is of little use. A ship this size should be able to go out into the verse and be able to complete a game loop, i.e. mine > Refine > load up and take SCU boxes to the nearest station. Would be perfect!
hopefully the presence of multiple large RSI concepts mean they can develop assets that can be used for multiple ships, accelerating production. Oh wow you literally make the same point. excellent!
The more I think about it lately, the more I want to get an endeavor instead even if I have to wait longer. Thanks for the early vid!
I'm definitely on the fence for this one. On the one hand, just having the Carrack as a loaner means I could spend the ~$200 on other stuff and have more ships for the same money but, on the other hand, the modular thing doesn't instill much confidence for it being released any time soon (tm).
"Ooooh Mama"
I love the classic sci-fi wedge shape to the Galaxy.
We don't know for certain yet that it doesn't have a built in med bay, I hope it does. It is a really nice looking ship, love the RSI look. Thanks for the great video!
I have seriously considered melting my expanse for this beast since it can do the same thing as well as other tasks. Especially considering they give you a Carrack as a loaner until the ship goes live.
I just love this design. Reminds me a little bit of the star destroyer from Star Wars
I think after the 3.18, CIG should really focus on adding the in game modularity to ships, cause it feels like buying the modules in game would be better in with real money
I like that your take on this is a bit more measured, analyzing what the Galaxy could add to your existing fleet or whether it was just going to burn some cash and sit in a hangar.
Good luck everyone , Happy Holidays and stay positive !
being someone who is in love with the modern RSI design style and the added bonus of its modulatiry im definately shilling out for the galaxy as my first big buy as long it aint crazy expensive
Really helpful and insightful info! First video I've seen of yours, but it's great. Thank you!
Pretty good call on the pricing, almost dead on. I'd add to what you said by pointing out that carrack has 3 module slots over the one which to me is a massive increase in versatility when they actually get modules into the game
I think the effectiveness of the modules on various ships like the Galaxy, Cat and Carrack depend on the size of each module. The Galaxy looks like it gets one bigger module, the Carrack gets three smaller ones, and the Cat gets four smaller modules. Of course this is nothing but a guess.
Really important ... Endeavor + hangar + Medical Module is also in the shop. If you want to spend a lot, do the math - if the Galaxy is more expensive, get the Endeavor.
The Galaxy looks so good. Wish we could get a Mini Galaxy. Love this "Python / Star Destroyer" design.
The looks are amazing. The name is perfect. The only thing is I wish it had the first beam weapon on a non-capital. Would have been the perfect Star Trek tie in.
It's what I was hoping for the Odyssey, but I'm glad proper ship refining is coming out.
Perhaps the Odyssey could be modified with modules, but that's just an idea.
I'm sure at the end we'll have enough ships for every role and personal taste.
The combination of big ship and modularity is something that doesn't promise a fast delivery to flight ready.
You're right about the competing modular ship versatility though. They do more than just the module. I guess the hangar does count for a little but it's not like the Carrack doesn't do that too.
The RSI day is less than 10 hours away so we'll know more soon.
Just melted my carrack for this ship, it fits the exact role I needed (large multi role, jack of all trades 6+ players, as a gap fill between my caterpillar and endeavor)
8:00 there is a cargo elevator in the middle of the module, slightly bigger than the one on the med module, and if I'm right, also bigger than the one on the refinery module (if there is one)
refinery don't have one, but bags get sucked from outside the hull thanks to a tractor beam that plug them in place of the cargo door. So you don't need a hangar to pick a mole/prospector bags or even bigger bags from another mining ship. You just need to tow them to you, plug them on the hull, and empty them. Then, send them back to the mining ship and process to stock inside of the mandatory cargo hold. Or, maybe send them back to prospector straight away, like expanse does. :)
One thing for sure, bags never enter the ship and its showned in an artwork ;) Thats pretty cool btw ^^
9:57 you can see it :)
Always appreciate your balanced approach to ship releases. You come from a strong supporting position for SC without getting too caught up in hype, which is a great approach in my opinion. Many people are full hype or full salt. Also your price guess was spot on lol. Of note, the cat already got a price bump last year, it was 290, now 330. Not 100% sure but 90ish.
@Leadnap this a real thing?
Hmm. I dunno. The advantages seem significant still.
1. The Galaxy looks to have 5 to 6 medical beds in module. As opposed to 1 or 2.
2. 16*32 + some cargo in hangar is 500+ scu with cargo module. More than the Carrack, about on par with Caterpillar.
3. The pods don't have to go through the hangar door.
Woohoo - a MISC and an Odyssey to boot. Great giveaway. I subscribed. Cheers. Good luck every one.
I think they need to work on the other modular ships that have been in the pledge store for years. When he said “the harbinger of modularity” I can see why the drama around it started.
The Starfarer can refine as well. They added the saddlebag socket a couple of patches ago on the back of the exterior gantry.
Yes I expect this to be Carrack priced. If you get all the modules.
The biggest part of this reveal to me was that it showed me a glimpse into what my Perseus might look like lol 😂
I hadn't thought about it, but it's a good idea for the expanse to galaxy ccu if you like that game loop. Good suggestion!
Modular is a good idea - but if you're a member of an organization, then this would be a great versatile ship to allow the crew to accomplish a variety of tasks not limited by a single role.
Interesting video. Thanks mate. Was not sure if I should buy it but I'll wait now.
Really loving these wedge designs. I hope they implement them to complement each other to a point where it makes sense to run a fleet of them.
I hope once cig finishes game loops they can start pumping out ships monthly
Already melted it after reading the Q&A. It's a beautiful ship but other than that, there's other ships that do anything it does, but better. And since you can't swap modules on the fly, there's no difference between taking a different ship and swapping the module on the Galaxy.
The misc odyssey is everything I want in a ship and I can’t wait for it to come out, it’s like my mole and a cargo ship and a refinery at the same time.
I have to say I absolutely love the whole shape and design of the Galaxy, I am also wondering how it will go up against the expanse, Carrack, and Caterpillar. Maybe CIG will give us some more news on it. so far, every single ship has a role, I'm sure the Galaxy will have one too.
I got my Corsair flyable and am more than happy about that. This iae was about building on my Crucible CCU I have been working on.
Love the look but I swore to myself I would never buy another ship after I got my Perseus. It’s my only ship even though it isn’t in game but I’m just so in love with the idea of the ship and obviously I can totally understand others falling in love with another beautiful RSI masterpiece.
Not that fussed about the Galaxy, but the RSI Perseus I'm interested. With the bridge overlooking the large forward facing gun turret looks awesome. Real "ship of the line" vibes coming from this.
I picked up the complete pack for 530, which I felt was worth it. With the cargo module, it's got the same total SCU as the Cat(more than the Carrack, which I have), with the medical it's got more beds than(I believe) anything short of the big hospital ship(Endeavor Hope?), and I have to imagine that the refinery will handle more than the Expanse(which I also have).
What I love about RSI is their synergy, between their ships. Take the Perseus and the Galaxy. If you own both, the crew# is the same. You can run the Galaxy to make the money to fund all those raids with the Perseus that go BOOM ! In this scenario, You only need 2 ships (not necessarily a Perseus) to do most game play loops. I can see the Galaxy getting salvage, repair, exploration, transportation and many other modules as the game moves forward in time. Getting a C8X or Cutter, depending on if the Cutter will fit in either the hangar or cargo hold, wouldn't hurt either. I have a CCU from my Caterpillar to Galaxy base just in case I like it better. Note running both a Perseus and Galaxy simultaneously still has a smaller crew# than a Polaris 14 fully crewed, although the Polaris can have a min crew of 6 so the scenario still can apply.
If I wasn't already a 9yr. veteran of the game, plus have a fleet, I would get a daily driver of your choice, a Galaxy and call it done. You will be able to earn enough money quickly with the Galaxy, to buy any other ships you might want in game .
Thanks for bring me a bit back on the ground, and start to think about what it really offers, over what else i have already! And see if its value is any good for me!
Hey, it’s a great alternative probably to similar ships in that category, just a different manufacturer, as they say: to each their own
They also mentioned a manufacturing module, and some unspecified others, coming later. That would be an interesting addition, which of course, could be added to other modular ships also.
The biggest selling point for me (besides the RSI design language) is the base building module and the anticipated RSI mining ship. Since I planned on getting the mining ship which is rumored to have some refining capabilities, I want to primarily use the cargo and base building module for the Galaxy. It'll be an important role within my fleet for transporting goods and eventually building out my planned bases throughout the verse.
I view the Galaxy as CIG finally finding their legs for modularity. The Tally and 600i more than likely taught them some valuable lessons in implementation, which opened doors for test beds like the Galaxy. I anticipate that the Carrac and Cat will only benefit from this progress, and believe we'll be seeing those sooner than folks think.
The Cargo of the Carrack is 430 round about the cargo of the RSI Galaxy is close to 600 scu because your hanger bay has a bit of cargo as well and with the cargo module it will allow you to hold to 600 and maybe a little more it is more to compete with the c2 in that it is modular and allowing you to do what you would like with one ship if you swap out the modules the carrack is good for exploring and bring a all in one ship but it is much smaller in storage and for refining it wont have the capability's to do so because of that the refining needs space and if it where to get some it would be a small refinery like the expanse which has six small reactors it would be more towards the science modules and a un know module that has yet to be announced the Galaxy is the FIRST LARE REFINING ship in the verse. but the only question is what will the refining be like, will it be faster than the expanse, or slower but higher yields. And it also is a hospital ship if you would like but to be far you must look at this more realistic as in each ship maker is its own company and wants to compete with the other ship makers so it makes sense why the galaxy is the way it is The CARRACK is a Scouting and exploring ship not a medical ship and will never be one it wont be a refining ship unless it is very small and slow with small yields it is more of a science vessel the Drake Caterpillar their is a lot yet to be know with it and it would be a good refining ship if that module is allotted but I don't want to see Medical with drake because if that they way their design it is all dirty and exposed not the type for Medical but good for Rough Science but for Refining maybe it would be good but it would have to take up to module spaces but the way its design each module is its own and as far I can see the galaxy is the only one that is capable for the space to have 2 Large Size Refinery's but their is the thing non ship refinery's need to be better in terms if refining ships are going to be in the game
Very good points, when you get past the hype of a fancy new ship. My friend owns both a carrack and a caterpillar and he wants to buy this ship as well. I'll link him this video then see what he thinks
Thank you for reasoning and helping fighting the urge you to buy them all.
I would think that Carrack would get more exploration-focused modules, Galaxy would get more industrial/focused+high quality type modules, and Caterpillar would get jack-of-all trades master of none type modules - so a hospital module, sure, but a lower quality one. Cheap and replaceable and easily reparable pirate outpost stuff.
Thanks for the review and thoughts on the Galaxy! Though I have other ships that fit the different specializations this modular ship offers, I like that it could provide an "away ship" for activities located distant from my main area of operation. I may have cargo, medical and refinery capabilities that are better in other ships, but that requires me to be near all of them. With a modular design, I could take the Galaxy to a distant system where they have the modules I may need so all I need to do is take my one ship.
This seems to be the biggest strength of the Galaxy and other modular ships to me. Other ships can do it better for the same price, but are stuck in their singular capability. I picked up a CCU and will decide later if I will use it. But for now I am interested to see where this goes.
All it needs is an exploration module. Maybe a single drone, one T2 bed, and a storage and a small holo mapping area. Would be nice to have it be more like a Carrack Lite
But why have a Carrack like ship when we already have the carrack?
Just feels pointless then.
I think that something overlooked with ships is the crew component. If a ship can't provide value to make it worthwhile to all of the crew members, then it's not a good ship. In the case of the Galaxy, it needs to pay out for six crewmen. For comparison: the Apollo's have the same number of medical beds, with only two crewmembers. The Hull C can haul 8x as much cargo with only four crew (let alone the Hull D or E.) I find the notion that you and your friends are going to want to use this particular ship over any other to be wanting, unless you have five wealthy friends who just want adventure sans profit.
Excellent point on the carrack/cat able to many things at once whereas the Galaxy you must choose 1 role at a time. Plus who lnows how long to change modules once the game is done.
Really want one of these but I think im going to hold off. Really want to see how the Gal stacks up to everything else in its class.
Great video! I feel the same way with the Galaxy. I hope it has great armor to make up for the 1 S3 shield
Good luck everyone. Galaxy looks freaking awesome
9:13 Apollo still has features that the galaxy doesn't like the drones. where you have to use either the elevator or the hanger with a C8R. which it self is more ideal for certain people. Not just for being classed as medical ship alone.
I suspect that the Galaxy's single module is going to be better than the much smaller modules of the Carrack and Caterpillar. You only get one module, but it allows you to be near the best in your class. Not only that, but they list the Galaxy's minimum crew as 1 while the Carrack has a minimum crew of 4 and the Caterpillar has a minimum crew of 2. Making me think that the turrets on the Galaxy are either designed to work with AI slaves or can be tied directly into the pilot's seat. The Galaxy would effectively be the largest ship that a single person can fly.
After years of being dead in the water it's nice to see that it looks like CIG finally have modularity (at least somewhat) figured out.
The loner for the Galaxy IS a Carrack . Other versatility considerations to talk about when making Vids like these. 1: What are the Loners? 2: The Carrack Turret DPS is 4086. The Galaxys DPS is 7572 with size 5 laser cannons with a almost 3km range. Even the 2 size 5s on a A2 can easy kill NPC hammerheads and hit them at almost 3km before they are even in range to fire back. Carrack can NOT do this. there not combat ship I known, BUT we are comparing how many things a ship can be use for " versatility " . 3: what size ships and vehicles can it carry? this matters in system like pyro were CIG says the system is much bigger . 40+ mins to jump across, To far of a jump for fighters. Thus u NEED something that can carry them. BMM, Odyssey, Liberator, Polaris can carry saber size ships (and MAYBE a tank size vehicles). Carrack and caterpillar can NOT do this. 4: Floor plan layout. Current Carrack layout is atrocious. just try to all fit your team mates on that tiny tiny lift and see what happens. tiny lifts that don't all go to all floors of the ship. big lift in the back that don't go to the outside of the ship thus needing you to run thru many air locks to get to. Think what you will have to do just to get ur incapacitated team mates to the med bay fast when the ship is under fire. The med Drone are NOT getting in there. Sure it has a hi lvl med bay. but so do the Banu Merchantman, Odyssey, and Polaris. Try this. make a spreadsheet of every thing theses ships can maybe do in a pinch and you will start to see just which ones have the best versatility. 5: personal taste in ship manufacturer. what if someone likes RSI bit hates Drake or Anvil ships? in any case why try to wonder when ech will get worked on done. when all can be melted and just put in to buybacks rather then put new money in to? Allso those that plan to get ships in game buy playing , may also look at Vids to see what to spend there UEC they took alot of time to grind for. keep that in mind. Also the more things your ship can do even if it not the best at it means you dont need as many ships in your fleet. thus that may work out cheaper.
I'm very interested in the Galaxy, however if it is not in production or if we don't get words on modularity shortly, it'll be a in-game purchase for me. I'm not one of them but people are waiting for their BMM, Polaris and so on, CIG should really clarify things up.