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An Architect Reviews the Drake IroncladIndexado:
The Ironclad is possibly one of the coolest big ships ever to come out of Star Citizen, featuring some of the most epic spaces to make it into the game yet. I'll take you through it from stem to stern, sharing with you it's successes and shortcomings. #starcitizen #gaming #spaceship 0:00 Intro 1:30 Exterior Design 4:27 Base Varient Utility 5:51 Command Module 7:26 Ingress and Egress Points 8:44 Interior Design 12:29 Pimax Headset 12:56 Ramp Area 17:06 Deck 2 21:10 Deck 3 25:17 Deck 4 Pimax is running discounts on VR Headsets when you use code Morpho + you get 150$ accessory pack for free! Get Pimax Crystal Light: https://pimax.com/products/pimax-crystal-light/?ref=Morpho Get Pimax Crystal Super: https://pimax.com/products/pimax-crystal-super/?ref=Morpho Use Pimax discount code Morpho get 3% promo off Submit your proof and get PCVR upgrade benefits: https://pimax.com/pages/upgrade-to-crystal-light/?ref=Morpho Want to get into Star Citizen today and get 50k extra UEC starting cash? Use my referral code! STAR-Q9CH-JHPS Support me on Patreon: https://www.patreon.com/Morphologis Follow me on X! https://x.com/Morphologis Talk to me live on twitch: https://www.twitch.tv/Morphologis Want to chat with me about architecture? Join our ARMCO discord community today! https://discord.gg/s74t7FQ Music by Epidemicsound.com
This is the Drake Ironclad Assault. The spicy variant of two flavors with one delivering boxes and the other delivering destruction. It's the best example yet that we've gotten for a mobile Ford operating base for org activities. Capable of not just dropping tanks down in the front line, but holding its own small airwing that can even be repaired, refueled, and rearmed thanks to its onboard facilities. And all that can come out of a gigantic top open hangar bay, making it perfect for beginning carrier operations for fledgling organizations who've not yet wanted to step up to something like an Idris or later a Kraken. The ship isn't exactly defenseless either, with 10 vertical launch systems featuring size 5 torpedoes capable of taking out a variety of size ships and an armament of massive turrets bristling along its top, bottom, and sides. It is a force to be reckoned with if you want to take it directly into battle. So, in this latest installation of an Architect reviews, I'm going to be taking you through my impressions of both variants of the ship, the assault and the base, where I'll share where I feel it succeeds and where it falls short. Because as cool as this giant metal flying brick is, it's not without its faults. And if you like this kind of video and you think I deserve it along the way, please don't forget to hit that like and subscribe button to show your support, as it really helps make the massive amount of time I have to spend making these all worth the effort.
As we do with most of these reviews, we begin our tour from the exterior to see how its approach gives us an impression of the ship. And the thing that jumped out to me the most about first viewing this is just the sense of scale that its fine details give to you. Now, Drake's design language has always been known for being quite utilitarian. the form following the function as it were. And I think one of the great things about that language is just how well it can sell that scale because so many of these details specifically on this design are so identifiable in our day-to-day life.
Take for example these top gantries over the hangar bay. Safety railings is something that we see in our day-to-day life. And so you understand intuitively how big this ship probably is because you can see that detailing on the top of the ship. Now let's look at something like the Carrick. How big do you think this ship is relative to the Ironclad?
You couldn't be blamed for thinking that it's smaller when in reality it's actually slightly bigger. That doesn't mean I don't like the design of the Carrick. I still love it. It just demonstrates how detailing can really help sell scale. But back to the impression these details give. I think it helps sell a more brutal and honest feel to the ship. The honesty coming from how it just wears all of its mechanicals right on its skin so you can see things like moving high tension cables that pull the doors open and closed with latching and locking mechanisms. Exposed wiring, duct work, cowling with a bare minimum of armor plating to cover up some of the more vulnerable sections. And this exposing of its very bulky mechanicals is also work. It's its brutal feeling, maybe even giving off the impression of aggression, which is a high selling point for those people who like using it for maybe less than legal reasons. Just looking at one of these ships, you'd think that person might be a pirate, and you wouldn't be wrong. Now, at this point, it's worth talking about how there are two variants of the Ironclad available. The base paint of the assault version is yellow. That's what we've been looking at up until now, but the base variant is this red and black variant. As you may have guessed, the assault version is more focused on combat, whereas the base variant is more focused on industry. The main differences start with its armaments. On the assault variant, you get two remote top turrets, both featuring two size three weapons. This is actually shared between both variants. But the differences start at the front where the assault variant actually has two man turrets at the top, whereas the base variant only has one. But the biggest differences start on the bottom of the assault, where the forward section has two additional remote size three turrets, each featuring quad-size three weapons. And the bottom turret goes from two size five weapons to four size five weapons, making it a far more imposing ship to come across if you get on its bottom side. Interestingly though, both variants do feature the vertical launch systems of size 5 torpedoes, sharing a set of 10 for both that can be reloaded only from the top. The base though does have some extra utility with the forward left turret being replaced by a boom arm featuring a tractor beam to allow you to more easily load cargo on the front and a rail-mounted tractor beam just on top of the main bay doors to allow you to more easily load cargo on and off. Both variants do though share an internal tractor beam to allow for internal loading and shuffling. So, the assault still does have some utility. However, I do want to say that I don't think that this ship does a very good job of making these tractor beams extra useful over just loading things by hand. For example, the top rail-mounted tractor beam doesn't allow you to focus on a box and hold on to it while you're moving around on the rail like you could with the Hermes, which made that ship actually a pleasure to load things on and off of. Maybe one of the better examples of how to make tractor beams for ships feel like they actually add some kind of additional benefit over just using hand loading tractor beams. I think putting things on booms and rails is a start in the right direction, but I still feel they're not quite hitting the mark for utility. Another major difference between the two variants is that the base variants ramp is actually slightly smaller due to a Ford holding pen just above the ramp. In the base variant, you're not actually able to fit things like tanks or centurions through the opening thanks to this slightly larger upper storage area. I suppose if you drove at a high enough speed, you might get past it, but getting it back out again would be a bit of a hassle.
But we haven't even talked about the weirdest quirk about this ship. Well, both variants, in fact, because they share something called a command module, a completely separate small ship that docks with the main body of it and operates it. There's no bridge on board the main hull of the Ironclad. And so, even though it can remain powered with its own power plant, it can't be flown without the command module. And the command module itself has its own quantum drive, its own shield system, even its own set of weapons for defending itself or even going on the offense for multi vector assault mode if you're into obscure sci-fi Star Trek references. But in my mind, its real utility comes from its own tractor beam, which because it's attached to this little external craft, you can use it to position it anywhere around the ship you're loading to make it much easier to load things on and off, including things you're not technically supposed to, like a Centurion, onto the base variant. I definitely wouldn't suggest doing this under fire, but if you've got a bit of time and nobody shooting at you, well, why not? Before moving on to the interior, though, I do want to talk about my favorite bits of the exterior of this ship. Starting with a massive array of rear engines, which feel oversized for the size of the ship, but then it's a very heavy ship that's meant to carry heavy cargo, so it kind of makes sense. But if nothing else, it just looks damned cool. And the sound of these things under full power is magnificent.
And helping further sell the idea that this thing is carrying massive amounts of weight are the massive set of landing gear, which when stood next to really demonstrate the scale of this ship. Now, if you want to get on board the Ironclad, there are several ways to do so. On the side, you'll find two gantries on either side of the ship featuring a drop- down ladder to give you access to a door that will bring you just to the back of the lower deck's cargo bay. As you've already seen, there's also a drop down ramp on the front for both variants with the assault variant being slightly bigger, allowing for the loading of things like tanks, centurions, ballistas, stuff that's generally taller, used for military operations. Technically, the command module itself is also an entrance point.
If you're flying the command module up to the ship to dock with it, you can enter through its airlock. There's also its own main air lock to connect to stations opposite of the command module on the right side or starboard side of the ship. Then of course, you also have that massive top open bay if you're flying a ship on board. And then finally, there's even a top entrance/exit you can access if you're walking a top the gantries on top of the ship whilst in gravity. This can't be used unfortunately in zerog and that's because there's no gravity on board any of these gantry ways. So, whilst you're in space, you won't be able to walk around the exterior of the ship. Sadly, this is something I really wish they would have done. But now, let's finally have a tour of the interior. Starting here at the loading ramp of the assault variant.
Entering through the ramp reveals the massive cargo bay capable of holding again over 1,500 SU in the base variant and around 1,300 in the assault variant.
and it's a wonderful attention to detail really comes out again on the interior just like it did on the exterior.
Keeping with the Drake philosophy, much of what you find is analog, like the lever to open and close the front ramp.
Just on either side of it, you'll find two cargo lifts that will bring you up to either sides catwalk or gantry as they're labeled here in the ship.
Although they're not technically loadbearing or structural here. We'll shortly go up to that second deck after we take a full look here at this cargo bay. Just next to each of the cargo pads, you'll also find a nice label here telling you how large the area is for holding SCU. It's a nice little touch which gives you an idea of how to prepare and organize your boxes as you load them on board. Traveling a though brings us yet to another difference between the assault and base variant. On the assault variant, the rear pads meant for holding cargo are replaced by repair bays. These are where you're able to repair, rearm, and resupply ships or ground vehicles. So that means that the base variant is actually technically not capable of doing this. Though both of them share parking bays in the rear for what are supposed to be areas for mules.
Personally, I don't find the mules very useful. But if you wanted to use them, here's a place to park them or any other ground vehicle you might have. Just adjacent to that though, you'll find another difference in the assault variant where in the cargo bay, there are additional drop seats for people to stay down here whilst in transit. This gives them faster access to get on board the snubcraft or ground vehicles you may have on board. There are even more locker slots for some weapons and the entrance to that lower gantry to the side entrance/exit. The parking garage area also features a fabricator, although right now it doesn't work yet for crafting. I'm looking forward to this being a thing and yet more storage and gun lockers. You'll find this is a theme on both variants of the ship.
There are numerous weapon lockers throughout the ship, making the existence of an armory kind of redundant and perhaps overkill, but I suppose that's a very Drake thing to do. Just in the center of this rear backspace is also the access to the lower large size 5 turret. And just beyond that further gives access to the vertical circulation of the ship via either old-fashioned stairway or an elevator shaft that brings you through all decks of the ship. Something that's not present on all ships in the game sadly, but one that I welcome as a demonstration of CI's design maturity as they get better and better at laying out interior spaces. Hello. It is worth saying that this is a brick and bricks are a lot easier to lay out interiors for than say something with a lot of fancy curves.
And just beyond that is the exit on the other side of the ship, that gantry entrance/exit to the ground that we talked about a little earlier. And this brings me to another really good part about this ship. I already talked about how that there's a lot of entrances and exits, but I think that this also shows yet again another maturity in design.
Having too many bottlenecks can create a lot of issues, not just with getting people on and off quickly, but also with safety. It's also worth adding though that having multiple entries and exits gives you a lot of cool creative opportunities to make some really interesting conditions. I mean, how cool is this area, especially when there's gravity and you're in atmosphere looking down below at the planet. One thing I want to touch on though before moving on to other parts of the ship, is the scale of it on its interior. Now, walking on to the inside, you probably thought that this is a big ship, just like the exterior makes it look really big thanks to that detailing. But when you put something like a starter ship Nomad in here, you'll realize it's not as big as it looks. Something that's actually a lot more clear when you're wearing a VR headset. It's weird to say that it simultaneously looks big, but also smaller than I imagined when I was looking at it just on my basic screen.
If you get a VR headset, this is definitely one of the ships worth checking out. And by the way, if you guys were looking to get into VR, full disclosure, I'm sponsored by Pimac, so of course I'm going to plug their headsets, but it's definitely worth checking out no matter what you get. I'm currently checking out their new dream error which is like a lighter small version that uses lighouses versus the inside out tracking one that I already reviewed on my channel. But anyway, I've got a discount code Morpho which will give you 80 bucks off around that amount and actually $150 free accessory package right now during this month. So just a heads up on that. But now I want to revisit that Ford section we came in through specifically that cargo lift which is where the first issue I spotted really came into play. I call it a cargo lift because it seems big enough to put boxes on. And certainly in the base variant, there's a forward section just above the ramp where you're able to store more illicit goods. Apparently, it's some kind of shielded bay/ pen for keeping, let's say, uh, living cargo.
But once you get to the top of this gantry and both versions, the door is too small to fit any boxes through, unless you're doing like a small handheld one. So, it just seems strange to have such a large elevator for such an inaccessible entry point. I could concede the argument though that it's for all of the people who might be in these drop seats in the assault variant.
Here, we have access to those four top man turrets, an additional 12 drop seats inside of just this hallway section. And just a little further beyond that and above the cargo ramp itself is the armory and even more drop seats. Here you'll be able to have a variety of weapons from extra large like rocket launchers, rail guns to standard weapons and rifles in the adjacent other slots.
It's actually kind of crazy just how many people you can fit on board here for doing a ground assault, which is why I said it makes for an excellent Ford operating base. Swapping over to the base variant, the same hallway lacks those drop seats we saw earlier, but instead has this monitor system with a bunch of buttons for opening and closing the pens. These supposed locations for storing shielded cargo, or probably living cargo. I'm guessing this can also double as a prison ship if you really wanted to. It's a cool, if not kind of dark, feature of the ship. Also, there's no toilet up in this section. So, yeah, I I think they're probably just going on the floor. Hopefully, they have drains somewhere in this place. One thing that I really like, though, is that there are windows in both variants that look out onto the cargo bay to give you some better situational awareness for what may be going on. However, overall, I feel like the location of both the armory and this storage area in the base variant feel strangely located and out of the way relative to the rest of the program. It feels like the whole forward section of the ship, this interior space, may have been better as a void with it being located elsewhere to give more space for a much larger ramp on both variants of the ship, which may have also made it easier to load things on and off from the front instead of the top. Back out onto the gantry way, we'll find access here to some levers that will open the top. There are four in total here on this upper gantry and some additional levers down below towards the rear of the cargo bay for opening the top. There are plenty of ways then to get this upper door open depending on where you are in the ship, which I think is a great design. It makes it much easier to get this thing open instead of having to run all the way up to the command deck or operations to get the thing ready to go for loading and unloading cargo. I also want to say the sound of this thing opening and closing is incredible.
The sound designers for this ship knocked it out of the park. Another very cool thing about this upper gantry way is just the view it offers to whatever is going on down below. Whether you're stacking up boxes to the top or loading in vehicles or even doing some fleet operations like what we were doing here, it's a pretty epic scene to behold.
Better yet, if you happen to be in atmosphere or landed on the ground for loading and unloading operations, there's even an access point to the roof that I talked about earlier found here through this upper gantry. It's only on one side of the ship, strangely enough, but it is enough that they added this into the ship's design. Practically speaking, it also gives you better access to the vertical launch system where you can reload the torpedoes if you've stored any extras on board, but also to be able to repair any part of a ship that may have been damaged in your last combat engagement, swapping out weapons, repairing turrets, and so on and so forth. But watching stuff getting loaded is probably my favorite from this vantage point. And if you explore enough up here, you'll also find an Easter egg where you'll find the initials of all of the designers responsible for the ship.
Pretty cool little addition. But there's yet much more to see on board the Ironclad. So, we return to below deck and travel even further aft on this gantry, which will bring us to the second deck, also known as engineering.
Immediately inside the airlock reveals a nonorththogonal hallway. In other words, it's a hallway that doesn't run the length or width of the ship, but instead at an angle. An interesting design choice that I think makes the interior feel a little bit more dynamic.
Exploring these hallways will also reveal additional ways to traverse decks, like this ladder system, which can be used in case of emergency. My favorite is definitely yet another window that looks out onto the cargo bay from this deck, giving you yet again further situational awareness for anything that may be going on. I love that they're doing more of this now, and I invite them to continue to do it for future ships. This hallway also reveals that labeling has too been improved aboard this ship versus earlier ones that CG have created. Down this hallway, directly across from that entry we just came through, you'll find a stairway that brings us back down to the cargo hold. This is the alternative way of getting up and down decks I talked about earlier instead of using the elevator.
This deck also features the exit entry point for the docking ring that allows you to connect to stations, although the functionality of that currently isn't working in this version of Star Citizen.
I think probably due in part to the fact that the command module technically is also a docking ship. So, they probably have not figured out how to have multiple docking ports work simultaneously. Not surprised. seems kind of complicated, but it's a very cool docking collar that reminds me very much of the expanse with places for suits and weapons and even a place to sit down to change your clothes back when you get back on board. And I also love how the floor and ceiling are treated in this space. Rather than just having a flat floor and ceiling directly connected on level to that airlock door, everything is slightly changed to give some visual contrast and separation between what's circulation and what's programmed for storing and changing into your different suits. But my absolute favorite bit about it, maybe what makes this airlock my favorite in the entire game, are the analog switches to operate the doors and the presence of a massive articulating blast door whose animation is reminiscent of vault doors from the Fallout series. It just has a nice sound and look to it that feels bulky and armored as it should be. Back out onto the hallway though, we'll find ourselves in front of an engineering bay if we move most aft. And here is where we're going to find the primary engine and components of this magnificent massive vessel. And while the hallway may have given you barebone vibes with exposed mechanicals everywhere, the engineering section appropriately takes that up a notch. With a view out onto the exposed main engine of the ship, which makes this space one of the most epic on board with my VR headset on, I swear I started sweating in this space. It looks just so dang hot. And I'm not talking just about the heat. And of course, as is appropriate, the engineering console is located just on this railing overlooking this massive engine. What better place could there be other than on the bridge for such a terminal? At that point, the bulge in my space suit subsided just enough for me to fit back out into the main hallway through the tight corridor, where I think it's appropriate to stop and appreciate the work that they did on these corridors. I think they did a good job of using the kit that they had to make them feel unique at every turn, yet still share a similar design language, exposing ducting, wiring, structural elements, and virtually every other dangerous thing you can imagine, allowing safety inspectors to safely say if there were any children on board, they're probably all dead by now. But of course, that's a joke because why would there ever be a safety inspector coming to inspect a Drake ship? Drake buyers enjoy pain and that's why they buy them.
Here though, on the left or port side of deck 2, we find the entryway to the other side of the gantry, the elevator lift we saw on deck one, and yet another stairway that brings us up to deck three, labeled operations for a very cool room that we're about to visit.
Arriving just at the top of the landing on deck 3 puts us just across from that ladder we saw below on deck 2, the alternate way to get up and traverse decks. Although there aren't ladders traversing every single deck on board, it's still nice to have at least a couple here and there, though, for some more secret ways to get across what could in fact be bottlenecks in a boarding situation. The Atmost section of this deck, though, has the habitation area of the ship, which makes me wonder why this deck wasn't named habitation instead of operations, though I suppose operations probably hierarchically is a little more important. As we've seen from the rest of the ship, the space is also rather barebones with few creature comforts to offer. A small, very uncomfortable looking couch is towards the entrance facing a TV or view screen of some kind, and a set of doors lead to at least somewhat private seeming cabins for occupants. Although the cabins themselves don't offer very much in the way of comfort. A cargo net hangs precariously above each bunk, just waiting to drop and smother the unsuspecting crew member who was foolish enough to sign on to a Drake crew. What more would you expect from a manufacturer that often doesn't design escape pods? More seriously though, I am quite disappointed that the space lacks any kind of personal reading light like we saw in other Drake ships in the lineup. seems like a missed opportunity and it could have been just maybe a little bit cozier while still retaining its Drake hard edges. One of the things though that I felt was a little bit of a missed opportunity was the head arrangement towards the rear of the ship. It feels a little bit too nice for a Drake ship like this to have private bathrooms with doors available for its occupants. I feel like a large communal bathroom with very little privacy would have felt a lot more appropriate.
Accidentally dropping the soap here seems to have very little meaning. But speaking from a pure standpoint of efficiency, it certainly feels like this would be a time waster with a large crew on board. But then what am I talking about? Drake users probably don't even take showers and probably don't feel shafted by the lack of a communal shower to use a poorly worded and timed euphemism. Now though, I think it's time we visit the namesake of this deck, the operation center. Now, because this ship relies on the command module to actually fly it, what would normally probably be considered a bridge is in fact just called operations because it can't be flown from here. Instead, this is where operators will be operating things like turrets and tractor beams in the day-to-day operations of the ship. And it offers one of the best views on board of the exterior, including out onto that cargo bay for any operations that may be taking place. And these two Ford operating seats also operate those main doors. And you could be forgiven for thinking that this was the bridge of the ship. It's situated in a way where it really looks like it should control the whole thing, but it doesn't. And that's why I think Caji elected to create a rather interesting design element in the space. A massive structural girder that goes directly through the center, occupying the space that in a hierarchy would traditionally have the captain's seat or pilot seat. In my eyes, then it's an overt design statement about this not being a bridge. It's just an operations room. But while this decision is clever, I do think it presents issues with at least the base variant where much of the space is left empty and may have been better occupied with perhaps a new piece of program unique to this base version. Perhaps an observatory for people who are being transported where again there's the best view of the exterior available. I can imagine some elevated seats or couches with a small table just behind the operations seat to give visitors a view out. After all, it's imaginable that you could be transporting VIPs. One thing that also jumped out to me in this space while wearing my VR headset was the layering and design of the wall panels where they used insulation, ducting, and structural elements to really give a sense of depth to each of the surfaces. I think Dre Ships among all the manufacturers in Star Citizen perhaps does the best job of selling that sense of scale and depth again, especially when seeing it through a VR headset. Now though, it's finally time to visit the last deck on board, deck 4, which will take us to the command module as well as the captain's quarters, or in the case of this ship, the owner's room. I guess it's it's a weird design choice to call it the owner's room. I personally would still call it the captain's quarters. But I get that the idea behind the ship is not military. It's more private ownership, private contractor. But before we step into that space, I wanted to show you guys the top of the elevator shaft, which brings us to this deck. Should we have used that instead of the stairs?
Because this is where one of the coolest moments I think in the ship happens, where the very top floor, instead of having just enclosed dark bulkheads, has an entire enclosure made of glass. so that when you arrive at this top deck, you're presented with the full view of the front of the ship. It's just such an epic moment in the experience of the ship, especially when visiting it for the first time. And again, that VR experience really enhances this even more where you're going from this very compressed elevator shaft to almost a full release like you're standing on the hull of the ship in moments. It's such a cool little design choice that they certainly didn't need to make, but I'm so glad that they did. To access the captain's quarters on deck 4, you just travel to the aft section and down a long quarter, which will bring you to a heavy air sealed door that reveals the captain's private quarters. And of all the ships in the game, I seriously think this may be one of my favorite, if not my favorite, captain's quarters of all time because it has windows on either side of the space, giving you a full view out towards the forward and aft sections of the ship. But it's also really wellappointed with a large working desk for doing paperwork or just luring over your crew members, display spaces and storage shelves for showing off your collection that you've found over the years. And even a really cool party trick for a rotating weapon locker that allows you to store up to four large weapons. And the long horizontal windows themselves also have blast shields that can be deployed via these buttons located just to the sides of their openings. And if you sit down at the desk, you'll find that there's actually a monitor looking out onto the hallway just in front of the captain's quarter, so you can see if you've got any unruly crew approaching you unannounced. The ship is definitely not made for pirate crews. This base also features an integrated couch just below the window with a display space just above that with all that just adjacent to the captain's personal bunk. However, in the case of the bunk, just like I said for the Perseus, I would have preferred if there was just a little bit more privacy, like a privacy wall or something that could be pulled down so that the captain's personal effects could be kept concealed when visitors come into the room to have discussions.
And as one might expect, the captain also enjoys their own head, so they really don't ever have to mingle with the crew down below if they really don't want to. It's time though, finally now, to see where this massive vessel is piloted from. And that happens via the command ship, which is accessed through this airlock just across from the captain's quarters. Here you may discover that it's surprisingly big, featuring a large amount of jump seats, which makes it a nice shuttle craft for fing crew to and from stations to get on board the main vessel. Just forward of those, you'll find the pilot and co-pilot seats. The pilot seat operates the remote turret aboard the top, whereas the pilot seat of course flies not just the main command module, but the whole ship itself. But that's not all that this module has on offer. If you go towards the rear of it and down a ladder just in front of the engine, you'll find that there's actually an additional crew quarters below, a spare place for the captain to find refuge aside from their captain's quarters with space for a co-pilot. It even has its own meshaul and suit lockers. It can operate pretty much completely independently of the main vessel if it needs to. And as was revealed at the beginning of the video, the lure deck also gives you access to the forge tractor beam aboard the command module with an additional ingress/ egress point that we've not yet talked about that can be used in a pinch to get in and out of the command module. Although it's not recommended to get out of it in most situations while it's attached to anything because if you try it, well, you're going to break your legs cuz it's pretty far off the ground as I found out my first time trying it.
Luckily, Demar has low gravity, so I'm okay. But that brings me to some things you should probably know about the command module. This is a rather unique element as far as Star Citizen ships go.
And there's only one other ship currently in the game that features this sort of system. The Caterpillar, which is also from Draen, uses the exact same command module. And it allows you to leave the body of the ship behind if you need to. You can even self-destruct it, leave it, and leave their crew to their fate. Ask me how I know. Now, I wanted to leave this to the end because it will probably change by the time some of you watch this video, but at the time of the making of it, the command module has a lot of issues with it, which causes the ship to be unusable in a lot of situations. The module often detaches, for example, when leaving Quantum. It doesn't allow you to actually go through jump points, so you're stuck to the system you're in unless you reclaim it in a new system. And sometimes, if you get detached and you reattach, you'll just start blacking out and the whole thing will become bricked, effectively unusable. So, if you've loaded any cargo or vehicles or you have crew on board, well, everybody's pretty much screwed in that situation, unless they just choose to abandon the ship via the module itself. Another thing you should know is that with the current balance of the game, the stock weapons, the gatling guns that come with it, make it ineffectual against some large targets.
So, it would require you upgrade it to cannons in order to be effective in the current meta. But then again, that too may have changed by the time you watch this video, which is again why I left it to the end. it may be something that's completely irrelevant, so you can skip this section if it is. There's also a lighting bug, not just for this ship, but all ships in the game currently, which is why the interior was pretty poorly lit, so it was hard to judge it on its merits when it comes to lighting.
Speaking for myself, though, I love the ship overall. I think it is an excellent example of the new Drake design language, and it sets the stage for the upcoming massive Kraken, which is many times larger than this ship. Much of what we saw in the interior is likely to make its way into the larger Kraken, which will, when built, not be just a Ford operating base, but an actual base for any organization that owns one.
Which is why I can't wait until next year where it's slated to be released.
For now, though, I'll have to be happy with this as a loner, which I can confidently say I am. I love flying this thing around despite all of its issues.
And if you do, too, let me know down below. What are your thoughts about the Ironclad? What would you change if you could? And did you agree with me on the points that I made about where it could see some improvement? That's all for now, guys. Hope to see you in the next one.
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