Star Citizen - All Caterpillar Modules

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2022-04-04に共有
Fan Art of Modules for Caterpillar - Thank you for all suggestions and ideas - If you have more - Post it down below. Thank you! If you wish support this channel, you can do it by:
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Episode Details: Fan Art Concept of different Caterpillar Modules. Ship modularity gives ability to personalize your vessle for specific mission.

Here is the list of top modules:
- ROC / ROC-DS Module
- Prospector / MOLE Mining Support Module
- Refinery Module
- Refuel Module
- Medical Room Module
- Medical ER Module
- Medical Shop / Pharmacy Module
- Medical Quick Access Ramp Module
- Medical Quikc Response DOC - Module + Ramp
- Armory Module
- EMP Module
- Tractor Beam Module
- Front Boarding Module
- Prisoner Transport Module
- Human Cannon Module
- Ground Vehicle Services Module - Repair, Refuel, Recharge, Rearm
- Titan Suit Transport
- MOAB Module
- Farming Module
- Hunting / Animal / Creature Transport
- Exploration Module
- Data Storage & Transfer Module
- Drone Control Module
- Docking Module - Universal
- Briefing Room Module for RP
- Shop Module
- Cargo - Shipping Containers Module
- Personal Transport Module
- Bar & Club Module
- Bionics Shop Module
- Salvage and Scavange Module
- Racing Module

if you have an idea for Caterpillar Module - please share your thoughts and comments below. thank you

Star Citizen®, Roberts Space Industries® and Cloud Imperium ® are registered trademarks of Cloud Imperium Rights LLC

0:00 Introduction
0:01 Mining/Refining/Refueling
1:44 Medical Gameplay
3:08 Security Services
6:26 Research, Science & Exploration
9:25 Commerce

コメント (21)
  • @nnovak
    I like they idea of a Caterpillar being a kind of mother ship. Hope the devs take some notes here ;)
  • If modules like these were available for the Caterpillar, I'd definitely buy one. Ultimate support ship.
  • The MOAB Bomb could be refitted as a ground penetrating radar device dropped drom low orbit to map caves and search for materials in the ground or to find hidden shipwrecks satellites.
  • @AzzaRudd
    When designing care spaces always ensure that personel can access both sides of the bed, IRL in fact access to the head of the bed in an emercency is a must (but in SC the beds need their kind of sci fi heal-ly bit. For a hospital ship you essentially need a Triage/reception area for fresh casualties from the vehicles, and for them to be passed down to the relevant care area depending on severity after assessment (or in SC terms, which tier bed they need) It's important to have flow in one end, out the other to prevent congregation at any point which would cause interuptions to care or impede the entry of new casualties. The Triage area can be bare bones in terms of treatment options, in order to facilitate larger number of patients, but the inner rooms need to be very much set up for intensive care. The upper area where the gangway goes could actually create a 2nd floor for the care areas, those high ceilings are industrial, they don't help medicine, this would facilitate the room needed for all the beds and carespaces. Having the privacy screens retractable and more opaque would be good too, so they can be applied when needed. The triage area and the exit are the only doors that should remain operational, the main care areas should be sealed at all times to ensure cleanliness and privacy, you don't want flow of fresh patients into those areas until the triage area has differentiated them into their Tiers of treatment. (IRL there's various ways of doing this, such as the Manchester Trauma System) To my eye the Front end is Triage, next room is Tier 1 beds, next is Tier 2 beds, then the last modules are for storage of essential kit and a general exit. The rest is just awesome as always
  • It is all awesome! It was cool to see the titan suits, and the poor orgs bomber. The mining support setup and salvage and repair are my favorites, but the Cat has so many possibilities with the modules. I loved the Free Willy Stormwal poster. You always put such clever bits in these. Lots of fun to explore. I need to go make myself a Klescher Rehabilitator now.
  • love this content your animations are so good especially becuase its star citizen and i hope the developers learn a thing or two from it
  • These are some great ideas, really wish we could lay out each one like you show to fit out game play style.
  • @splurg123
    Adoring your work. Really hope CIG sees this art and takes inspiration!
  • Really nice work with the racing module! I love the skid into the corporate logo.
  • @ze3099
    I hope we see most of these come to the pu in some form
  • @invictus89
    I would love the mining/refining module. Looks great! All what you need in one ship, that’s amazing!
  • Three modules I'd like to see: - Torpedo module: Holds 12-16 size 5 torps that get spat out the side doors. - Fuel tank module: this one is obvious, adds 5,000 Quantum fuel units. - Weapons module: adds four size 5 weapons mounts that extend from the sizes of the Caterpillar. OR - Capital killer module: replaced front most cargo section and front section. One Size 7 Ballistic cannon.
  • You should work for Star Citizen ... we'd have so much more content and gameplay ! Brilliant job sir, thank you for sharing !
  • The detail and effort put into these is amazing. Most ideas are great, but I dislike so many of the modules being one sided and the large cargo module would block access to other modules. The rest are very interesting ideas though.
  • Crickey you done a lot of work I want the Battle Cat :) The refueling i think better for a FPS game mode, carry fuel line to landed ship, connect and refuel. Medical module we need for Valkyrie. Prisoner transport would be a cool game loop. Hope that comes in with passenger game loops. Drug lab... grow your own illegal drugs?
  • @CasaBLACK
    This is EPIC and definitely worth the sub.