I like the move set . Pretty quick attacks with good damage , and the Up R 1 is actually a swiping step back which is useful . Plus it ' s L 2 R 2 combo always throws people off . I mostly use it for the 130 Crit factor , so it does a lot of damage for backstabs and riposte . BKGS has a unique move set , it ' s the only GS with this kind . It ' s R 2 can launch enemies airborne . And the R 1 R 1 Up R 2 is really good , it also has the stabbing roll <| sep |> That ' s just plain wrong . A full crew is 24 . So with a crew of 5 sure you could move the ship . It whose operating the torpedo tubes on both decks so you can keep firing ? Whose in the multiple turrets all over the ship that are your only defense against fighters besides your fighter which will take yet another crew member to fly . Not to mention multiple engineers to fix problems that won ' t just arise in an engineering room . Problems will happen all over the ship and you ' ll need multiple engineers to stand a remote chance . A skeleton crew of five would let you fly the ship around and take a massive beating while you do it . Until you ' re flat broke because you ' re flying around a ship that abhorrently expensive and you have a crew of five that can ' t operate the ship efficiently enough to take on any jobs . Also keep in mind you can ' t run a Polaris with 10 or even 24 friends effectively . The reason is everyone will be playing at different times for different lengths of time . One day you might have your full crew but then maybe 7 don ' t get on for a day or a week . You need a large org as to have a pool of players to fill your Polaris from . You can ' t rely on a small org that ' s not always going to have enough active members online at all times to protect a ship like that .