I always appreciate the content STL, thank you for doing these video's. I think for me I was extremely concerned about the fuel tank aspect, so i'm glad to hear they will have extended fuel tanks.
I just melted my Corsair to pick up the Vulcan, yesterday. I plan on mostly soloing it, doing repair, refuel and rearm, run some contraband when it's slow.
I somehow doubt that anything beyond size 2 missiles can be fittet to the drones. Those Missiles will have to be carried manually through the ship by the player afterall. The alternative would be to throw the missiles out the back and pick them up with the drone afterwards. The refueling part seemed a little bit tricky to me. It seems like the drones are supposed to carry a fuel-tube over to the receiving ship. That's calling for physics problems as well as impropable collisions and entangled tubes. :-) It should be enough to resupply medium fighters at least, so I got a couple to support fleet operations when a Crucible or a Starfarer are too dangerous or inflexible to operate. Just the right tool for the job.
This ship is one of those must have's for any PMC doing convoy escort duty. Single seat fighters need a support ship like this tagging along in the convoy, especially for the shorter missions or smaller convoys not worth the expense of bringing a Starfarer or Crucible along. And unless you have a military type ship with a hanger to rearm this is the only game in town for that purpose. It is the same for a Pirate org, have the Caterpillar as the mother ship with extra supplies that can be transferred to the Vulcan who is out there supporting the raiding parties.
to be fair, plenty of ships that were released as concepts to begin with have been released and updated along the way up to this point. but yeah, the Redeemer has bees suffering on the back burner for a while
Cossack wait for the in game economy to really be developed and trade to get some focus. Then were more likely to see work on the BMM. CIG seems to focus on ships based on need and capability. Thats why there are mainly fighters, racers, starters, and small crew cargo carriers
One thing I've seen pointed out that makes me a little nervous about it is; if this is meant to be able to go into hot zones with that extra armor and shields... isn't the extended fuel tank on the bottom kind of a giant weakpoint? I mean, a smart opponent would probably aim to disable the Vulcan so they can steal it's content, but I feel like (especially as it would most likely fly close to damaged ships to repair them) "shooting the vulcan's gas tank to make a vulcan-bomb" could end up being a common occurrence
Looking from the possible Vulcan client's perspective: Please correct me wherever you feel like that, and post your thoughts and ideas, for I am posting this just to initiate discussion, intended to help myself and everybody else better understand this ship's practical value: Repair: if my ship took minor cosmetic hull damage, this Vulcan is presumably good at repairing - why should I care about repairing this damage on-site? These small repairs can wait till I am at CryAstro again for some other reason. If, on the contrary, I happen to take functionality-impairing damage, like to engines or turrets, this Vulcan will not be able to repair my engine or rebuild exploded turret anyway, so for doing that I do not need calling this ship either. How big is the probability, that as a result of a fight or other sort of incident I will be receiving damage heavy enough to impair my ship functions enough to make me feel the need to have repairs done on-site by an external contractor I have to wait for and to pay for, but in the same time light enough for the Vuclan to be technically able to fix this damage? My imagination somehow refuses to envision such situations, and my tongue refuses to call them "presumably reasonably frequent situations". Am I wrong here? Rearming guns: smaller fleets operating long times far from their bases will probably never rely on kinetic weapons requiring constant resupplies of ammunition. Larger fleets may, but their fighter resupply will be done by carriers, and large flees will be rare, which is natural. So in most cases kinetic guns will be for short-runners. If such ships run out of ammo during in-flight battle, they are most probably dead. If ammo was scarcely enough for fighting their way through enemy lines, or if they managed to escape with guns empty, they will most probably hurry to a destination point where they will get resupplied, or to the nearest supply station, rather than just waiting unarmed in dangerous space for someone to bring in missing ammo. Restocking torpedoes and missiles: a) Cannot imagine drones carrying missiles and torpedoes between ships with their small manipulators and placing those into storage racks. Can you? How shall that work? Think of the way missiles are stored in a Constellation, under the cargo bay ceiling. b) For short-runners, also considerations regarding guns ammo apply - if you ran out of missiles mid-battle, you are probably dead. If still alive, you will probably hurry away, out of dangerous space, having also other reasons to visit a full-function service facility, rather than wait hanging in space unprotected. c) Missiles and torpedoes cost money, so individual players and ships will often want to save such ammunition till situations occur where there is real danger to their and their ship's life. In such situations it is reasonable to suppose that their ship will have taken significant, if not life-endangering, damage before it even comes to firing expensive missiles away. After most of such battles the Vulcan will not really be needed, for the "client" ship will have probably taken damage too severe for a Vulcan to cope with, and will either try to reach the nearest repair station, or wait for an endgame repair ship which can fix everything. d) rich and large org fleets operating long times far from their bases will probably not need the Vulcan to load torpedoes and missiles into their ships, cause their capital ships | carriers will be doing that for fighters, and the torpedoes and missiles used by capitals themselves will be too large for the Vulcan to handle. e) Will the Vulcan be capable of loading itself with torpedoes and missiles and other stock in-space from cargo ship? Refuelling: a) How many times have you found yourself hanging among planets with a dry fuel tank in the current SC PU? Talking about myself: never. b) in real life, how many times in life you found yourself sitting in your car with a dry tank in the middle of nowhere, feeling the need to call for a towing truck for the reason of not having fuel? I myself: never (thanks God) c) Generally, in real life, is it a frequent scenario that ships or planes have to be refueled in-flight? From what I know, this is an extremely rare situation, happening almost exclusively in Air Force, and even there - very rarely. d) even if such situations happen, what refueling ships | planes are being used in such cases? Large dedicated tankers / refuellers, or small multipurpose vessels? Why? Considering all the above, is it reasonable to believe, that you as pilot will often feel the need for a universal, but rather limited in each of its functions, support ship like the Vulcan in the future SC universe? If yes - in what situations exactly, cause I do not see much of them :-( In my view, Vulcan probably is a nicely-concepted professional starter ship: helping player better understand, what can be done in-game, but in the same time imposing enough limitations to motivate player make in-game progress earning for his next ship that might really work. It is just that I do not understand how and in what scenarios this ship could be of any noteworthy in-game value for me as its possible client. I will probably be willing to order its services once or twice just for the sake of interesting experience, and will make screenshots and keep them, though. Thanks to everybody who read until this point, and will be happy to read answers, ideas and comments.
Good Insight, logical points, thanks for sharing. I believe ultimately the reload mechanic and refuel mechanic of the Vulcan drones will be made to make sense (via some form of universal external [mechanical] auto-reload ducts or something? Also, ever watch the space shuttle perform tasks with that mechanical arm and/or spacewalking?)... and fuel degradation was a huge issue in Evocati Testing (prior to public release) to an extreme point in which they basically/nearly turned it off (being too early & frustrating)! But it will likely some day return to have more of an impact again (unfortunately). All in all, I am not at all 'sold' on the Vulcan purpose built craft! I hope the Crucible turns out well... needs changes & clarity to it's concept as well.
Well for starters, they said 90% of the population would be npcs, which will likely mean 90% of service beacons will be npcs who will need repairs. Other than that, cryastro is not present in all of the systems ingame. Finally, the ship will be able to bring in replacement components like power plants and coolers, which can break down from excessive use. And nobody ever said npc repair shops would be cheaper than players.
Dear Zerro,thank you for your points, and for having taken the time. Before I start replying, I have to mention, that most of your points do not really contradict with what I wrote. It is just that I wrote my whole post from the possible Vulcan client´s perspective, while you are sort of trying to keep a wider picture in mind, and consider more general gameplay. Which is totally fine. Now to your points, and please think of my answers as of pure "imho"-statements - nothing of what I am writing is claimed to be the ultimate truth: 1) "well for starters": "well" is probably not necessarily the correct term in this context. "The only option for starters for now" - is imho a more precise definition. "Well" is not a term for a starter ship to be described with, since its gameplay role is motivate players do further progress, and you cannot achieve this goal well enough, if they are satisfied with their starter ship and how "well" it is doing things. If Aurora would be a good cargo ship, no one would ever start dreaming of, say, a Hull C, and saving in-game money for it. So any starter ship has to be doing things fairly badly - for me it is pretty much a fact. 2) as to "90% of population being NPC" - well, yes, I heard of it too. Am not sure, how well this can work from the effective use of server resources perspective, but that definitely has been promised. As to myself, I will probably not be ever operating a Vulcan - it is just not my type of gameplay - but if starting in-game professionals will be happy with doing things real players do not really make use of, but only NPCs agree to be ordering frequently - so be it, I do not care too much. BTW whether NPC are good for a game, or if they just ruin immersion, will heavily depend on how good their AI is. The more NPCs in-game, the more critical this factor gets. With 90% NPCs and 10% human players NPC AI better be damn good: if players (an exaggeration for the sake of argument follows) find themselves outnumbered by computer-simulated idiots, immersion will be broken, and there will be 100% NPCs remaining on servers, cause real players will be gone. We can only hope (TM) that NPCs will not be disappointing in terms of their "intellect". 3) to "CryAstro not being present in all systems" - this seems to be fairly obvious, but does not seem to change the picture. As long as my jump drive works, I better make a jump to a system with a service facility myself, than keep hanging in the middle of dangerous space waiting for someone to fix my damage. If, however, my damage is so severe, that I even cannot jump, jump drive damage will most probably not to be the only damage that I received, and a Vulcan with its limited repairing abilities will probably not be enough to fix my severe damage anyway, so if I managed to survive at all, I will have to wait for a Crucible. 4) to "flying in components like plants or coolers" - correct me if I am wrong, but as far as I know, any modular component is supposed to be user-replaceable in-flight? I am not quite sure, but that has been my understanding until now, since ships are supposed to be user-serviceable. If this is so, no Vulcan will be really needed for flying in components: any cargo ship can do this, Aurora being probably a much cheaper delivery option, and player will be able to then replace them himself. Talking about myself, I plan having a set of spare modules on/in my ships which have cargo space - even sacrificing part of the latter.
Dont Knowler I understand what you are saying, I have confidence that they will make the ship viable though. They already said that the Vulcan will be capable of repairing breached hulls which will be extremely useful in keeping your crew alive and your life support from getting burned out. Which is another reason not to make jumps in a damaged ship, much like real life, if your vehicle was hit by something continued use without repair can cause further damage to more components than what the initial damage was. That would increase repair costs and possibly damage expensive parts and possibly even cause your ship to tear apart mid-jump due to structural damage. Another possibility would be your fuel tank being shot and leaking, you might not even realize it at first but eventually you’d end up stranded. A crucible could repair the damage to the tank, but it would cost more to call one, and after it repaired your tank, you would need a starfarer to refuel your ship, also more expensive than the Vulcan. Finally, the ship would be ideal for a racing team to use as a mobile pit stop. I also think it was developed in lore for the military to be capable of being carried onboard capital ships like the idris.
Hi Zerro, thanks again for your opinion. As player, I am indeed supporting the idea of the Vulcan becoming as viable, as a starter ship may get, with both hands. Imho all players - not only Vulcan operators - would only benefit from that. Hope that CIG will implement the usability logic you described above so well!
Eh, The Vulcan is what I expected it to be. Cool ship though. Just not for most people. I'll stick to a Crucible. Also I want to buy that Aegis Tractor Trailer so bad!
Ahhhh... My fleet grows heavy with salvage, search n' rescue, refuel, repair n' rearmin' vessels. My wallet's gettin' a bit lighter though! Thanks for the breakdown, STL Youngblood! Have a good one!
Great video as always! I bought this a few days ago and I already have a Starfarer. My train of thought is get the big girl to collect and refine the fuel, use the Vulcan to deliver the product. Looking at it in a Value Stream aspect. Not profitable to take the SF planet side to refuel a Nova, Cyclone, and an Ursa. The Vulcan, with a slight mark-up for expenses, is perfect for the job.
Even if a smaller org has a crucible or Starfarer, I think this is a valuable ship as it can much more quickly handle small jobs. While the crucible relpaces the wing of one of the escorts, the Vulcan crew is patching up lesser but still critical damage to multiple other ships at the same time. Also great for topping up the tanks of ecorts that don't need much fuel, allowing the Starfarer to replenish those with low fuel, tend to the larger ships in the fleet, or go and collect more fuel. Not to mention being able to much more quickly attend to any org mates out doing their thing who just need a minor repair or fuel top up to get back home. The ammo resupply is also a great feature, though it would be odd to me if the crucible didn't get that ability when it's garage is attached. I really think a rapid response mutli-purpose support ship like this would be a value to any fleet operating in hostile/remote space.
This looks like a money maker right out of the gate. The versatility and function seems well worth the price. If I hadn't already decided to focus on SAR as my non-combat role, I would be all over this.
This is the ship I've been waiting for, and I'm excited about it. That being said, I wouldn't mind seeing a Medical variant in the future, to supplement the capabilities of the Cutlass Red.
I was thinking a team of cutlass red and the Vulcan may make a good team, like a 1st responder scenario. Maybe the pit crew at an illegal space race, LOL.
I was going to say there is one... Not realizing how old this comment is. Wow... The Vulcan was announced this long ago?? I thought it was one of the most recently announced ships.
sloppyjoe400 back when the Crucible concept was released CIG talked about the *possibility* of either the Crucible or some other ship(s) could tow disabled/wrecked ships. However, they haven't confirmed that it will be in SC or any particular ship will have it since then.
I'm gonna melt my Freelancer for this. It has a better exterior imo, the interior is fantastic, and the roles are more interesting to me than just freighter/light combat.
What if you got a repair team like a cutlass and a Vulcan where the cutlass can carry supplies or larger weapons or more fuel then the Vulcan takes what it needs from the cutlass
I'm also really excited about the flexibility of this ship, it's roles, crew size, etc. I do think $200 is pretty pricey - you shouldn't have to spend $200 to get a decent start in a profession in a game. I really hope we see cheaper 'starter' profession ships - even if they are singular focus.
Question,,, After Beta when the game goes live are we going to get to pick which star system we get to start in? If not ,,how the hell am I going to get all my ships to the system where i want to set up operations? Not looking forward to shuttling 5+ ships through the swarm of noobish pirates. (mostly solo player due to travel schedule)
As far as I know no we don't get to pick our starting location. However they've stated that you can pay an NPC service to transport your ships to different systems for you.
ShadowVVolf ahh thank you for the post I do appreciate the info.. and while that's not ideal I guess it could be worse .. 😎 looking forward to Beta hopefully in the next couple years
I think they said they would open a couple of starting locations just to make sure not everyone logs in the same place (especially at launch), but that will be a selection of a few locs not every system ofc. Also beta players will probably have already settled somewhere when it goes to full release
I don't think this ship is worth it at all. I think people are over judging the capabilities of the Vulcan. It's a Jack of Trades ship, like any Jack of trades they're a master of none. As such, you're most likely going to performing sub par levels of everything this ship is capable of. You aren't going to fill someone's ammo all the way, you're not going to refuel a ship for an expedition, you aren't going to make a ship battle ready, you aren't going to attack, and you can't really defend. It's slightly more defensive than a Cutlass, which isn't impressive at all for the size of the ship. It's probably going to have the slowest acceleration of any ship. As I said before, it's not a defensive or offensive ship, those turrets aren't going to destroy anything. You'll likely drop the shields to 50% on a 1-3 man ship and then you're space dust. This ship is more along the lines of making a disabled ship able to fly again. Maybe you took no damage and you just need a little fuel, yeah the Vulcan can probably give you enough fuel to make it to a truck stop. Maybe an engine took some serious damage, won't repair it to 100% efficiency but at least it'll run. I might be able to load some of your guns, but don't count on me holding missiles. The only way I see this ship being worth it is if it fills a "builder" role like in an RTS. Having one is barely going to do anything, but if you add 5-6 then you'll be building much quickly. Imagine if you had a fleet of 5 of these guys, that give you 10 drones to work with with 10 on standby. You could actually be able to repair an Idris. As it is I don't recommend this for a group of three looking to just be a Vulcan out in space. It's not going to work that well. This is more a vehicle to assist Org operations. Being escorted and working with other Vulcans is key Also I want to mention since no one is mentioning it, don't buy it now. All you get is LTI which is great, but it's not that important. The ship won't be available for over a year. This means you have a full year before you consider buying it. You can always buy in November rather than having $200 sit and do nothing for you for over a year.
Koniving I don’t understand. I can understand that $200 is too pricey of a ship for you. Although I have yet to see a concept ship that does not come with LTI, your comment lead me to think that this one does not. I just looked at the purchase page on the RSI website and it DOES come with LTI.
I haven't had the luxury of finding a ship during the concept sale (usually a bit too late) and as such the ones I'd find that are still buyable do not have it. O.o; Thank you. Course now I gotta decide whether to go for it or keep the money for other uses. At the moment all I've got is an Origin 350.
I melted my 315P, Dragonfly and then upgraded my M50 to upgrade to this Aegis Vulcan. We are after all the 127th Angry Angels Logistical and Refueling Squadron [127th]
I'm seriously thinking of melting some or all of my craft (Dragonfly, Nox-Kue, Argo-cargo, P-52, and even my 85X) and getting one of these (plus skins)? Some problems with this; I can't get it at $185.0 if I melt or trade-in craft for it. The 12 scu capacity isn't big enough to store any of my small craft, including the 85X and materials, parts, etc...(shame there's no external mounts (2?) for small craft up to an Argo or 85X). btw - Is "CTR" a fuel company (EXON, Chevron, etc...)? ;-)
*Repair Fleet Composition:* _OLD_ -1x Crucible- -2x Vulcan- -1-3x Hull B (Supplies and Ammunition Carrying: Freelancer ships may also be utilized for more hazardous locations)- _NEW_ - 2x Vulcan - 1x Kraken
How about a Freelancer Max vs. a Hull B and a Starfarer? I had the idea of using a Crucible to repair race ships between races either for a single team or first come, first served. This may be a better alternative?
1x crucible 1x Starfarer 2x Vulcan 1x cutlass 1x Hammerhead Sounds like a good fleet to me add a Polaris for extra comfort but the Hammerhead got this...
Question : Is there a spreadsheet that shows what ground vehicles fit into what ships? I have been hesitant to buy some ground vehicles because i am not sure if they will fit in any of the ship i have. . given they tend to rework ships and i presume vehicles i dont want to be left with something i can not move myself.
There is always a spreadsheet if you go looking hard enough... but rarely any updated enough or simple to digest. I only trust ships that CIG states will carry 'such and such'. Like the Cutlass Black carrying a Dragonfly. Everything else changes too damn much (oh hell, including CIG), or is just too impractical loading/unloading, or glitches and bugs until a catastrophic result. I'm sure 'pocket-carrier' improvements & practicality will come some time within the ...decade?
lol, spoken like a true SC veteran. perhaps some day practicality and original intent will come to fruition with all crafts? far far far down the road I suspect.
Hmmmmm I have a problem with this. You will lose a life or a ship pretty easily. That leaves healing/ship servicing (repairing/rearming/refueling) in a weird place. It's a big problem, no? People will die/get wounded. Ships will be destroyed/get damage. All the time. Easily. Doesn't matter how punishing you make this. We know from online games, right? And if you die or if the ship is lost, the way to get back into the game must be somewhat easy. The reason for this is hundredfold. But basically: Players will quit immediately if it will be laborious to get back into the game after losing a character/life. I know they have plans for this. But seriously, I think what they can do is add detail to it. (Keep a record of deaths, and give you a new body each time, maybe a new first name.) But I don't think they should add too many steps or penalties to it. (There can be stakes, but if you make it super punishing because you want it to be ultra realistic... it's going to suck in practice. And yes I am familiar with the concept of simulators. I am also familiar with ganking and bugs.) Soooo.... There will likely be relatively OK ways to get revived (new body) or to reclaim a ship even after it's destroyed (though you can have multiple ships so this can be made more realistic/punishing I suppose). There will likely be cheap ways to get healed (medical facilities on space stations or some such) and to get repairs (reclaim a ship to a station and have it undergo repairs there for x amount of time/creds). Yet, healing and repairs done by players must be even more convenient/quick/easy (there must be some advantage) over using the automated process. Or nobody will use it... I don't see how they can balance this. They can use NPC driven missions for doctors in space/engineering crews ready for action. That way, they will always have a way to engage and make bucks. And if you travel with a player driven operation as support you can earn money that way. If the operation is far away from a station it can be very useful I hope. But for instance, if you have a ship run out of ammo and you have to contact a player in a Vulcan for rearming. And the player in the Vulcan needs to get to you, after loading up the correct ammo... You're going to be busy for a while... It's going to take way too long to be practical. Why wouldn't you yourself fly somewhere to get rearmed? So it will take too long in general, and it cannot really cost (or earn) much for balance reasons. (What if a beginner gets shot a lot?) So... It seems impossible to balance.
@@lystic9392 Space of a death man would mean that everyone would value their life, their ship and their items. Insurance will also play heavily into the whole endurance idea of not dying
Such a cool Ship with Possibilities. Thanks for the insight.
Wow, has it really been 3 years since this concept came out?! Time flies.
5.
5 years.
@@asiftalpur3758 6.
6 years.
Seems like a nice ship for a person who is unsure which role they want to play in the verse.
I always appreciate the content STL, thank you for doing these video's. I think for me I was extremely concerned about the fuel tank aspect, so i'm glad to hear they will have extended fuel tanks.
this is one of the best SC series on RUclips! Thanks
I just melted my Corsair to pick up the Vulcan, yesterday. I plan on mostly soloing it, doing repair, refuel and rearm, run some contraband when it's slow.
I somehow doubt that anything beyond size 2 missiles can be fittet to the drones. Those Missiles will have to be carried manually through the ship by the player afterall. The alternative would be to throw the missiles out the back and pick them up with the drone afterwards.
The refueling part seemed a little bit tricky to me. It seems like the drones are supposed to carry a fuel-tube over to the receiving ship. That's calling for physics problems as well as impropable collisions and entangled tubes. :-)
It should be enough to resupply medium fighters at least, so I got a couple to support fleet operations when a Crucible or a Starfarer are too dangerous or inflexible to operate. Just the right tool for the job.
This ship is one of those must have's for any PMC doing convoy escort duty. Single seat fighters need a support ship like this tagging along in the convoy, especially for the shorter missions or smaller convoys not worth the expense of bringing a Starfarer or Crucible along. And unless you have a military type ship with a hanger to rearm this is the only game in town for that purpose. It is the same for a Pirate org, have the Caterpillar as the mother ship with extra supplies that can be transferred to the Vulcan who is out there supporting the raiding parties.
Everytime I think about buying a new ship I remember my Redeemer is still only hanger ready.
Mine is melted for the time being. I plan on pulling it out at some point, but TBD
to be fair, plenty of ships that were released as concepts to begin with have been released and updated along the way up to this point. but yeah, the Redeemer has bees suffering on the back burner for a while
BMM owner here. Not sure why still.
Cossack wait for the in game economy to really be developed and trade to get some focus. Then were more likely to see work on the BMM. CIG seems to focus on ships based on need and capability. Thats why there are mainly fighters, racers, starters, and small crew cargo carriers
@@shadowsa2b Redeemer is here soon, your patience has paid
One thing I've seen pointed out that makes me a little nervous about it is; if this is meant to be able to go into hot zones with that extra armor and shields... isn't the extended fuel tank on the bottom kind of a giant weakpoint? I mean, a smart opponent would probably aim to disable the Vulcan so they can steal it's content, but I feel like (especially as it would most likely fly close to damaged ships to repair them) "shooting the vulcan's gas tank to make a vulcan-bomb" could end up being a common occurrence
it may be an weak spot , yes but maybe u can separate it from the ship in dangerous situations. just like jets dropping their tanks just before combat
Thanks for you point of view. You have a good view of things. Thanks!
Looking from the possible Vulcan client's perspective:
Please correct me wherever you feel like that, and post your thoughts and ideas, for I am posting this just to initiate discussion, intended to help myself and everybody else better understand this ship's practical value:
Repair:
if my ship took minor cosmetic hull damage, this Vulcan is presumably good at repairing - why should I care about repairing this damage on-site? These small repairs can wait till I am at CryAstro again for some other reason. If, on the contrary, I happen to take functionality-impairing damage, like to engines or turrets, this Vulcan will not be able to repair my engine or rebuild exploded turret anyway, so for doing that I do not need calling this ship either. How big is the probability, that as a result of a fight or other sort of incident I will be receiving damage heavy enough to impair my ship functions enough to make me feel the need to have repairs done on-site by an external contractor I have to wait for and to pay for, but in the same time light enough for the Vuclan to be technically able to fix this damage? My imagination somehow refuses to envision such situations, and my tongue refuses to call them "presumably reasonably frequent situations". Am I wrong here?
Rearming guns:
smaller fleets operating long times far from their bases will probably never rely on kinetic weapons requiring constant resupplies of ammunition. Larger fleets may, but their fighter resupply will be done by carriers, and large flees will be rare, which is natural. So in most cases kinetic guns will be for short-runners. If such ships run out of ammo during in-flight battle, they are most probably dead. If ammo was scarcely enough for fighting their way through enemy lines, or if they managed to escape with guns empty, they will most probably hurry to a destination point where they will get resupplied, or to the nearest supply station, rather than just waiting unarmed in dangerous space for someone to bring in missing ammo.
Restocking torpedoes and missiles:
a) Cannot imagine drones carrying missiles and torpedoes between ships with their small manipulators and placing those into storage racks. Can you? How shall that work? Think of the way missiles are stored in a Constellation, under the cargo bay ceiling.
b) For short-runners, also considerations regarding guns ammo apply - if you ran out of missiles mid-battle, you are probably dead. If still alive, you will probably hurry away, out of dangerous space, having also other reasons to visit a full-function service facility, rather than wait hanging in space unprotected.
c) Missiles and torpedoes cost money, so individual players and ships will often want to save such ammunition till situations occur where there is real danger to their and their ship's life. In such situations it is reasonable to suppose that their ship will have taken significant, if not life-endangering, damage before it even comes to firing expensive missiles away. After most of such battles the Vulcan will not really be needed, for the "client" ship will have probably taken damage too severe for a Vulcan to cope with, and will either try to reach the nearest repair station, or wait for an endgame repair ship which can fix everything.
d) rich and large org fleets operating long times far from their bases will probably not need the Vulcan to load torpedoes and missiles into their ships, cause their capital ships | carriers will be doing that for fighters, and the torpedoes and missiles used by capitals themselves will be too large for the Vulcan to handle.
e) Will the Vulcan be capable of loading itself with torpedoes and missiles and other stock in-space from cargo ship?
Refuelling:
a) How many times have you found yourself hanging among planets with a dry fuel tank in the current SC PU? Talking about myself: never.
b) in real life, how many times in life you found yourself sitting in your car with a dry tank in the middle of nowhere, feeling the need to call for a towing truck for the reason of not having fuel? I myself: never (thanks God)
c) Generally, in real life, is it a frequent scenario that ships or planes have to be refueled in-flight? From what I know, this is an extremely rare situation, happening almost exclusively in Air Force, and even there - very rarely.
d) even if such situations happen, what refueling ships | planes are being used in such cases? Large dedicated tankers / refuellers, or small multipurpose vessels? Why?
Considering all the above, is it reasonable to believe, that you as pilot will often feel the need for a universal, but rather limited in each of its functions, support ship like the Vulcan in the future SC universe? If yes - in what situations exactly, cause I do not see much of them :-(
In my view, Vulcan probably is a nicely-concepted professional starter ship: helping player better understand, what can be done in-game, but in the same time imposing enough limitations to motivate player make in-game progress earning for his next ship that might really work. It is just that I do not understand how and in what scenarios this ship could be of any noteworthy in-game value for me as its possible client. I will probably be willing to order its services once or twice just for the sake of interesting experience, and will make screenshots and keep them, though.
Thanks to everybody who read until this point, and will be happy to read answers, ideas and comments.
Good Insight, logical points, thanks for sharing. I believe ultimately the reload mechanic and refuel mechanic of the Vulcan drones will be made to make sense (via some form of universal external [mechanical] auto-reload ducts or something? Also, ever watch the space shuttle perform tasks with that mechanical arm and/or spacewalking?)... and fuel degradation was a huge issue in Evocati Testing (prior to public release) to an extreme point in which they basically/nearly turned it off (being too early & frustrating)! But it will likely some day return to have more of an impact again (unfortunately).
All in all, I am not at all 'sold' on the Vulcan purpose built craft! I hope the Crucible turns out well... needs changes & clarity to it's concept as well.
Well for starters, they said 90% of the population would be npcs, which will likely mean 90% of service beacons will be npcs who will need repairs. Other than that, cryastro is not present in all of the systems ingame. Finally, the ship will be able to bring in replacement components like power plants and coolers, which can break down from excessive use. And nobody ever said npc repair shops would be cheaper than players.
Dear Zerro,thank you for your points, and for having taken the time.
Before I start replying, I have to mention, that most of your points do not really contradict with what I wrote. It is just that I wrote my whole post from the possible Vulcan client´s perspective, while you are sort of trying to keep a wider picture in mind, and consider more general gameplay. Which is totally fine.
Now to your points, and please think of my answers as of pure "imho"-statements - nothing of what I am writing is claimed to be the ultimate truth:
1) "well for starters":
"well" is probably not necessarily the correct term in this context. "The only option for starters for now" - is imho a more precise definition. "Well" is not a term for a starter ship to be described with, since its gameplay role is motivate players do further progress, and you cannot achieve this goal well enough, if they are satisfied with their starter ship and how "well" it is doing things. If Aurora would be a good cargo ship, no one would ever start dreaming of, say, a Hull C, and saving in-game money for it. So any starter ship has to be doing things fairly badly - for me it is pretty much a fact.
2) as to "90% of population being NPC" -
well, yes, I heard of it too. Am not sure, how well this can work from the effective use of server resources perspective, but that definitely has been promised. As to myself, I will probably not be ever operating a Vulcan - it is just not my type of gameplay - but if starting in-game professionals will be happy with doing things real players do not really make use of, but only NPCs agree to be ordering frequently - so be it, I do not care too much.
BTW whether NPC are good for a game, or if they just ruin immersion, will heavily depend on how good their AI is. The more NPCs in-game, the more critical this factor gets. With 90% NPCs and 10% human players NPC AI better be damn good: if players (an exaggeration for the sake of argument follows) find themselves outnumbered by computer-simulated idiots, immersion will be broken, and there will be 100% NPCs remaining on servers, cause real players will be gone. We can only hope (TM) that NPCs will not be disappointing in terms of their "intellect".
3) to "CryAstro not being present in all systems" -
this seems to be fairly obvious, but does not seem to change the picture. As long as my jump drive works, I better make a jump to a system with a service facility myself, than keep hanging in the middle of dangerous space waiting for someone to fix my damage. If, however, my damage is so severe, that I even cannot jump, jump drive damage will most probably not to be the only damage that I received, and a Vulcan with its limited repairing abilities will probably not be enough to fix my severe damage anyway, so if I managed to survive at all, I will have to wait for a Crucible.
4) to "flying in components like plants or coolers" -
correct me if I am wrong, but as far as I know, any modular component is supposed to be user-replaceable in-flight? I am not quite sure, but that has been my understanding until now, since ships are supposed to be user-serviceable. If this is so, no Vulcan will be really needed for flying in components: any cargo ship can do this, Aurora being probably a much cheaper delivery option, and player will be able to then replace them himself. Talking about myself, I plan having a set of spare modules on/in my ships which have cargo space - even sacrificing part of the latter.
Dont Knowler I understand what you are saying, I have confidence that they will make the ship viable though. They already said that the Vulcan will be capable of repairing breached hulls which will be extremely useful in keeping your crew alive and your life support from getting burned out. Which is another reason not to make jumps in a damaged ship, much like real life, if your vehicle was hit by something continued use without repair can cause further damage to more components than what the initial damage was. That would increase repair costs and possibly damage expensive parts and possibly even cause your ship to tear apart mid-jump due to structural damage. Another possibility would be your fuel tank being shot and leaking, you might not even realize it at first but eventually you’d end up stranded. A crucible could repair the damage to the tank, but it would cost more to call one, and after it repaired your tank, you would need a starfarer to refuel your ship, also more expensive than the Vulcan. Finally, the ship would be ideal for a racing team to use as a mobile pit stop. I also think it was developed in lore for the military to be capable of being carried onboard capital ships like the idris.
Hi Zerro, thanks again for your opinion. As player, I am indeed supporting the idea of the Vulcan becoming as viable, as a starter ship may get, with both hands. Imho all players - not only Vulcan operators - would only benefit from that. Hope that CIG will implement the usability logic you described above so well!
Eh, The Vulcan is what I expected it to be. Cool ship though. Just not for most people. I'll stick to a Crucible. Also I want to buy that Aegis Tractor Trailer so bad!
Ahhhh... My fleet grows heavy with salvage, search n' rescue, refuel, repair n' rearmin' vessels. My wallet's gettin' a bit lighter though! Thanks for the breakdown, STL Youngblood! Have a good one!
From what you said this does sound like I would enjoy the returns mentioned. I like the support role and it does look cool :)
Great video as always! I bought this a few days ago and I already have a Starfarer. My train of thought is get the big girl to collect and refine the fuel, use the Vulcan to deliver the product. Looking at it in a Value Stream aspect. Not profitable to take the SF planet side to refuel a Nova, Cyclone, and an Ursa. The Vulcan, with a slight mark-up for expenses, is perfect for the job.
It is now in the holographic room in Invictus, I guess it means that its really coming soon, very excited, melted a copnstellation to get it.
Even if a smaller org has a crucible or Starfarer, I think this is a valuable ship as it can much more quickly handle small jobs. While the crucible relpaces the wing of one of the escorts, the Vulcan crew is patching up lesser but still critical damage to multiple other ships at the same time.
Also great for topping up the tanks of ecorts that don't need much fuel, allowing the Starfarer to replenish those with low fuel, tend to the larger ships in the fleet, or go and collect more fuel.
Not to mention being able to much more quickly attend to any org mates out doing their thing who just need a minor repair or fuel top up to get back home.
The ammo resupply is also a great feature, though it would be odd to me if the crucible didn't get that ability when it's garage is attached.
I really think a rapid response mutli-purpose support ship like this would be a value to any fleet operating in hostile/remote space.
This looks like a money maker right out of the gate. The versatility and function seems well worth the price. If I hadn't already decided to focus on SAR as my non-combat role, I would be all over this.
This is the ship I've been waiting for, and I'm excited about it. That being said, I wouldn't mind seeing a Medical variant in the future, to supplement the capabilities of the Cutlass Red.
I was thinking a team of cutlass red and the Vulcan may make a good team, like a 1st responder scenario. Maybe the pit crew at an illegal space race, LOL.
I was going to say there is one... Not realizing how old this comment is. Wow... The Vulcan was announced this long ago?? I thought it was one of the most recently announced ships.
Best guide to Vulcan. Call me when you want to form a squad of Vulcans :)
I am snagging a Vulcan fits a few gaps I have in my fleet functionality.
Perfect for starting essentially an in verse tow/repair company!
RumRunner 82 is that possible?
sloppyjoe400 back when the Crucible concept was released CIG talked about the *possibility* of either the Crucible or some other ship(s) could tow disabled/wrecked ships. However, they haven't confirmed that it will be in SC or any particular ship will have it since then.
sloppyjoe400 not sure but it's a cool concept. We will be able to at least get a call and show up to make repairs.
Your own little service truck. I like it!
I‘ve bought one so I can so I can still do my job when theres not enough friends around to crew my starfarer.
I'm gonna melt my Freelancer for this. It has a better exterior imo, the interior is fantastic, and the roles are more interesting to me than just freighter/light combat.
I think it shows really well, what mechanics we will get!
would like to point out the 2 javs behind it floating in atmo on the first photo.
Cool ship design, need to really run it multi-crew I think. Could use NPCs but sort of defeats the purpose of the drone gameplay then.
I think that the Vulcan is one of the cooler profession ships and I like the drones, but I most likely won't get one at all even in game
What if you got a repair team like a cutlass and a Vulcan where the cutlass can carry supplies or larger weapons or more fuel then the Vulcan takes what it needs from the cutlass
Is it just me or does the Vulcan in the third pic look like it could connect with Voltron?
I'm also really excited about the flexibility of this ship, it's roles, crew size, etc. I do think $200 is pretty pricey - you shouldn't have to spend $200 to get a decent start in a profession in a game. I really hope we see cheaper 'starter' profession ships - even if they are singular focus.
I don’t recall who suggested it (maybe Noob) but this ship paired with a Cutlass is almost perfect.
I melted some stuff for credit to get this. This ship totally changed my plans on what to use my credit for.
Always love your opinion on SC related stuff :)
Looks like a great little ship
Im interested in repair type gameplay, but im curious how its gonna pan out as opposed to just making an insurance claim when youre out of trouble
Question,,, After Beta when the game goes live are we going to get to pick which star system we get to start in? If not ,,how the hell am I going to get all my ships to the system where i want to set up operations? Not looking forward to shuttling 5+ ships through the swarm of noobish pirates. (mostly solo player due to travel schedule)
As far as I know no we don't get to pick our starting location. However they've stated that you can pay an NPC service to transport your ships to different systems for you.
ShadowVVolf ahh thank you for the post I do appreciate the info.. and while that's not ideal I guess it could be worse .. 😎 looking forward to Beta hopefully in the next couple years
I think they said they would open a couple of starting locations just to make sure not everyone logs in the same place (especially at launch), but that will be a selection of a few locs not every system ofc. Also beta players will probably have already settled somewhere when it goes to full release
Appreciate these videos you make man. 👍👍 Very informative and it just makes me want to play more. 🖖
I still feel the price on this ship is to high it should be closer in line with the cutlass price imo.
I don't think this ship is worth it at all. I think people are over judging the capabilities of the Vulcan. It's a Jack of Trades ship, like any Jack of trades they're a master of none. As such, you're most likely going to performing sub par levels of everything this ship is capable of. You aren't going to fill someone's ammo all the way, you're not going to refuel a ship for an expedition, you aren't going to make a ship battle ready, you aren't going to attack, and you can't really defend. It's slightly more defensive than a Cutlass, which isn't impressive at all for the size of the ship. It's probably going to have the slowest acceleration of any ship. As I said before, it's not a defensive or offensive ship, those turrets aren't going to destroy anything. You'll likely drop the shields to 50% on a 1-3 man ship and then you're space dust.
This ship is more along the lines of making a disabled ship able to fly again. Maybe you took no damage and you just need a little fuel, yeah the Vulcan can probably give you enough fuel to make it to a truck stop. Maybe an engine took some serious damage, won't repair it to 100% efficiency but at least it'll run. I might be able to load some of your guns, but don't count on me holding missiles.
The only way I see this ship being worth it is if it fills a "builder" role like in an RTS. Having one is barely going to do anything, but if you add 5-6 then you'll be building much quickly. Imagine if you had a fleet of 5 of these guys, that give you 10 drones to work with with 10 on standby. You could actually be able to repair an Idris.
As it is I don't recommend this for a group of three looking to just be a Vulcan out in space. It's not going to work that well. This is more a vehicle to assist Org operations. Being escorted and working with other Vulcans is key
Also I want to mention since no one is mentioning it, don't buy it now. All you get is LTI which is great, but it's not that important. The ship won't be available for over a year. This means you have a full year before you consider buying it. You can always buy in November rather than having $200 sit and do nothing for you for over a year.
I want this ship but I'm questioning it's usefulness in late-endgame, I REALLY want at least one lti ship
Would love to have this... but 200 is too much for me, about the only way I'd do it is life time insurance.
Koniving I don’t understand. I can understand that $200 is too pricey of a ship for you. Although I have yet to see a concept ship that does not come with LTI, your comment lead me to think that this one does not. I just looked at the purchase page on the RSI website and it DOES come with LTI.
I haven't had the luxury of finding a ship during the concept sale (usually a bit too late) and as such the ones I'd find that are still buyable do not have it. O.o; Thank you. Course now I gotta decide whether to go for it or keep the money for other uses. At the moment all I've got is an Origin 350.
Koniving Ahhhh, okay. I’m glad to have cleared that up. Whatever you decide, good luck!
The real question is can the drones be swapped out for scanning based drones in that case it could be a viable explorer
I melted my 315P, Dragonfly and then upgraded my M50 to upgrade to this Aegis Vulcan. We are after all the 127th Angry Angels Logistical and Refueling Squadron [127th]
Run this with a cutlass red and do an after action helper duo
It would be interesting to know what you'll melt to get this.
This little ship ticks all the boxes for me 👍
I'm seriously thinking of melting some or all of my craft (Dragonfly, Nox-Kue, Argo-cargo, P-52, and even my 85X) and getting one of these (plus skins)?
Some problems with this; I can't get it at $185.0 if I melt or trade-in craft for it. The 12 scu capacity isn't big enough to store any of my small craft, including the 85X and materials, parts, etc...(shame there's no external mounts (2?) for small craft up to an Argo or 85X). btw - Is "CTR" a fuel company (EXON, Chevron, etc...)? ;-)
Thanks, STLY!
*Repair Fleet Composition:*
_OLD_
-1x Crucible-
-2x Vulcan-
-1-3x Hull B (Supplies and Ammunition Carrying: Freelancer ships may also be utilized for more hazardous locations)-
_NEW_
- 2x Vulcan
- 1x Kraken
How about a Freelancer Max vs. a Hull B and a Starfarer?
I had the idea of using a Crucible to repair race ships between races either for a single team or first come, first served. This may be a better alternative?
1x crucible
1x Starfarer
2x Vulcan
1x cutlass
1x Hammerhead
Sounds like a good fleet to me add a Polaris for extra comfort but the Hammerhead got this...
Anvil is a great ship for an small org.
Great video as always. I'll surely get this beautiful ship later in game. :D
I like the looks of this one
can this ship be competently opperated in a repair and refueling capacity by a crew of 1?
Question : Is there a spreadsheet that shows what ground vehicles fit into what ships? I have been hesitant to buy some ground vehicles because i am not sure if they will fit in any of the ship i have. . given they tend to rework ships and i presume vehicles i dont want to be left with something i can not move myself.
There is always a spreadsheet if you go looking hard enough... but rarely any updated enough or simple to digest. I only trust ships that CIG states will carry 'such and such'. Like the Cutlass Black carrying a Dragonfly. Everything else changes too damn much (oh hell, including CIG), or is just too impractical loading/unloading, or glitches and bugs until a catastrophic result. I'm sure 'pocket-carrier' improvements & practicality will come some time within the ...decade?
Really cool ship indeed!
Well said! I just melted one of my ships for this one.
Thanks for the info lad.
great ship... lots of essential game play
Think i should save up a bit so I Can buy this ship.
To get the yellow skin I thought you had to purchase the mega pack. How do I get it for $10? I like yellow...for obvious reasons.
BuzZzKiller in the store page under extras then add ons and scroll through the skins
Will the ship be buyable with Ingame money? :o Just got SC, and was wondering if certein ships, like this, are restricted to Real money
Before You buy, first click on BILLING & SUBSCRIPTION and look at TOTAL SPENT, how many numbers there are already , and only then buy it :D
I like this ship more and more, but I'll admit that at first I was not impressed. I do own one now.
I love this ship
I'm an independent and I approve of this ship
Can a few of these ships work together to fix capital ships?
Louie Horwood probably
Capital repair seems more like a Crucible job to me.
Love it so much I bought 2 :)
I want the blue fuel truck lol
Can't scoop fuel? Ewww.
2023...still $200 at Invictus...
No more buying ship's!!!!!!
I doubt this ship will even be 2/3 of what CIG says it will be lol.
lol, spoken like a true SC veteran. perhaps some day practicality and original intent will come to fruition with all crafts? far far far down the road I suspect.
Already got it
Nope, a no go for me ;-) Maybe later after release
666 likes the devil ask me to buy it !
Hmmmmm I have a problem with this. You will lose a life or a ship pretty easily. That leaves healing/ship servicing (repairing/rearming/refueling) in a weird place.
It's a big problem, no?
People will die/get wounded. Ships will be destroyed/get damage. All the time. Easily. Doesn't matter how punishing you make this. We know from online games, right? And if you die or if the ship is lost, the way to get back into the game must be somewhat easy. The reason for this is hundredfold. But basically: Players will quit immediately if it will be laborious to get back into the game after losing a character/life. I know they have plans for this. But seriously, I think what they can do is add detail to it. (Keep a record of deaths, and give you a new body each time, maybe a new first name.) But I don't think they should add too many steps or penalties to it. (There can be stakes, but if you make it super punishing because you want it to be ultra realistic... it's going to suck in practice. And yes I am familiar with the concept of simulators. I am also familiar with ganking and bugs.)
Soooo.... There will likely be relatively OK ways to get revived (new body) or to reclaim a ship even after it's destroyed (though you can have multiple ships so this can be made more realistic/punishing I suppose). There will likely be cheap ways to get healed (medical facilities on space stations or some such) and to get repairs (reclaim a ship to a station and have it undergo repairs there for x amount of time/creds).
Yet, healing and repairs done by players must be even more convenient/quick/easy (there must be some advantage) over using the automated process. Or nobody will use it... I don't see how they can balance this.
They can use NPC driven missions for doctors in space/engineering crews ready for action. That way, they will always have a way to engage and make bucks. And if you travel with a player driven operation as support you can earn money that way. If the operation is far away from a station it can be very useful I hope. But for instance, if you have a ship run out of ammo and you have to contact a player in a Vulcan for rearming. And the player in the Vulcan needs to get to you, after loading up the correct ammo... You're going to be busy for a while... It's going to take way too long to be practical. Why wouldn't you yourself fly somewhere to get rearmed?
So it will take too long in general, and it cannot really cost (or earn) much for balance reasons. (What if a beginner gets shot a lot?) So... It seems impossible to balance.
didn't read what's ur point tho
@@asiftalpur3758 What I meant was that there wouldn't be a need for repair/healing because everyone would constantly just die or explode anyways.
@@lystic9392 Space of a death man would mean that everyone would value their life, their ship and their items. Insurance will also play heavily into the whole endurance idea of not dying
no dont waste your money ... alpha game is bad now wait till next update... you cant take off you can dont anything some days dont do it
First?
Evan Butler stfu
This is a load of bull, when will the game be launched so we can find out how its going to be liked by the big public?