Broadside-module: Like a good oldfashioned 18th century Warship. The sides don't open anymore there are just hatches for cannons. Multiple decks, much dakka, much wow. BFG-module: Replaces M1 and 2 with generators and coolingunits and the frontfacing 3 modules are filled with one bigass gun that can only shoot if the frontmodul is opened.
Modules we need: * Fuck tent module. Watch the show Black Sails. Just a tent in the middle of the module. Maybe some red neon lights outside. * Drug lab module * Theory crafting module. Just a bunch of whiteboards.
Would be great to see a "Hab" module eject from the bay to make a semi-permanant dwelling with basics like coms, solar, lifesupport, maybe include an Ursa bay on it
Isn't the idea that the whole bays could detach like a truck cab body? imagine just having a hab module that you can space truck to your destination, disconnect on location, then go back and grab more.
@@OminousPinapple Ive been thinking the same thing and have made comments that the Carrack could or at least should be able to do with detatching a bay and ...releasing a hab just like you're putting it. Itd really piss off a lot of Pioneer people but it makes perfect sense. And doubly so for a Cat to be able to do so over a Carrack. Hell, any of those containers ought to be able to do the job. Its just that really high end modules would be the size of the bays on those two large vessels.
I saw that too, it's hard to explain my hatred for that ship, as an Origin Compete Pack owner you'd think I'd love it, but nope, it became a BMM as fast as I could CCU it
The concept for ground resupply is huge for me. I personally believe that adding more options to resupply ground vehicles furthers the relevance of ground gameplay. It allows for forward operating bases, combat resupplies, and just longer more prolonged ground battles to occur. In the future of SC when air isn't always going to be viable, being able to load these munitions off of a caterpillar and onto some sort of ground cargo vehicle would be outstanding. Supply chains would be created, and very important targets of opportunity could come up with support echelon vehicles being high value targets. Emergent gameplay and interplay between air and land would skyrocket immensely.
If Baby Yoda had to be somewhere, may as well be in a big game (bounty) hunting module. Hmm, a joke module idea: The Jumptown. Forget an event, now your Drake Caterpillar can produce all the drugs you need to sell to Grim hex.
Great concepts! Really using up that space now, fitting of the cramped utilitarian Drake look. Use of tractor beams makes sense within the 'verse, but I miss conventional hoists and booms.
Here's several more. Sorry for any repeats. 1.dorms 2.kitchens 3.armory 4.briefing 5.workout gym 6.sports gym 7. Arcade/ leisure entertainment 8. Hand to hand combat training room 9. Machine shop 10. Munitions manufacturing equipment 11. Extra server and data analysis 12. Mine dropper 13. Drug lab 14. Micro component hyperloop tweaker 15. Hab specific to each race 16. Repair shop 17. Fuel scoop 18. Solar sails 19. Deep mining drill 20. Large scale chaff and flair decoys 21. .... lazer nets ... lol I don't know. And I've really enjoyed everything you've done so far!
How about a Landing pad module that takes up 3 module space, Then the remaining modules can be a rearming module and fuel module. You can now be a extra mini olisar ahahahahahaha
Excellent work, I saw all three videos and loved them (special mention for Master Yoda in the alien capture module), kudos to you. Here are some ideas: - Torpedo/mines/missile launch module. - Luxury module for pleasure trips. - Module for scientific research. - Module for building outposts. - Vanduul and other alien research module. - Full turret/gun deployment module. - Survival module/rescue pods. - Smuggling module. And there you have it. 👍 NB: I had my comment translated by an automatic translator so I apologize in advance if there are any errors.
Very nice! Armoury Module (gun racks, amour racks, grenades, ammo crates) Grappling module (used for grappling onto ships, cargo or equipment if you don't have a tractor beam) Drop pod module (drop players from low orbit into combat or drop cargo deliveries) Colonising module (place a small FOB down or habitat make a land claim) Stock market or goods and services (trading) module (can be a office like setup with PCs or maybe a desk for business deals) Automated point defense module (allows for autonomous use of manned and un-manned turrets) AI module (cortana) Water and fuel storage module Garden or green enclosure module (for long trips so you can be with nature) Church or chapel module (for the devout) Swimming pool module (to keep cool or exercise) Gym module (to maintain muscle density in zero g) weapon manufacturing module (bullets, explosives, weapons) civilian manufacturing module (clothing, tools, building materials) Power generation module (could be solar or nuclear/fusion powered generator for excess use on other ships, buildings or other modules) Broadside particle accelerator (mounted railgun for big targets) That's all for now
Am escape pod module would look pretty cool, Also an idea for a ground vehicle would be a player driven gravity lev locomotive for transporting good via ground ops
Hey ! You could do a drug lab module. Featuring a synthesizing tank, a reactive condesator (like a brewing station) and a storage part on the second story. I hope you'll see this commentary, good luck !
@@AstroChronicles Something that can expand on the Habitation(like a food prep area and the famous toilet/shower combo), passenger transportation, Weapon and armor storage or possibly even a small emergency medical station. I'll leave it to you on what else you'd think would fit in the back of either variant(the Avenger Stalker's Cryopods were originally meant to be optional)
Saw a reddit post that talked about a similar idea for a "light carrier" landing pad a while back, think something like this or your suggestion would be neat. Would post a link to the post with some concept art, but I've tried this twice in a separate comment only for it to disappear.
An idea from Japan!! What about "Anvil Atlas Garage" module, storing at least 2 Ballista vehicles? Maybe double the size of the standard module or more, though(Sorry for repeats).
Ice cream van with signage, musical jingal and ground-level icecream stall with seedy behind the counter carnival vibe. Hell a mobile carnival would be great too. Pull up at a settlement open the doors and fleece the locals with high price rides and junk food.
Mining support, awesome, hunting hmmm brings me back to my SWG pets in the good old days, sorry no Rancor there. Passenger, interesting probably carry all available NPC’s in the verse with that - all i can say is there better be peanuts! Charge more for Aurora’s 🤣😅😂, baby Yoda hahaha 😍😂😂🤣, triple price for rockets, Drake mark up there ! How about a set of four firework displays, be an awesome display lol.
Mining Module. Like what the Odyssey or MOLE has. Of course, we would also need an Ore Hold module as well to work with it. Like, Drill > Ore Hold > Refinery > Cargo/Transfer Module > External Transport.
Turn the caterpillar into a space station using inflatable hab modules (the doors open and giant spheres inflate out the side) like the BEAM inflatable space habitat, you can even make the inflatable parts transparent to grow food (or drugs, this is drake) in them.
How about a module for selling storing and selling weapons and armor in the black market? Combine it with farming, oxygen and fuel module then you can set up an independent, movable black market in deep space
vault module that only has about 1/3 of the cargo capacity but is more reinforced/harder to break into then the other caterpillar modules (maybe even un-scannable)
consider nose modules as its slightly larger and orientation such as a ram and breach slam the nose into target ship it clamps down and cuts a docking collar into enemy ship and send in an assault team. or a drive up ramp or retrofit the whole ship length to carry a size 10 idris rail gun hahaha tiny home or modular home builder like a mini pioneer can carry like 3 sections of a planet based home maybe size 2 modules takes up 2 slots fit like a buccaneer or a small hanger fit a bucky or an arrow or a gladius.
Side door opens. Small forge taking raw materials turning it into shells then from there it goes into another large cylinder then into a vortex machine then single file into another machine then from there up into another machine that gives you full mags
Idea: 1: Farm Module: Grow medical Plants for making med pens. 2: Factory Module: Able to manufacture items (i.e. ammo,Medical,etc) ,but aren't as high quality as the name Brands. 3: Mine Layer Thrower: i.e. Lays Mines in space. 4: Base Building Printer: Prints components for Building Outposts.
A dedicated hangar for Dragonflies. You could use it to repair and refuel them and turn the Caterpillar into a mini carrier for space battles. I’ve used the Dragonfly against VLRT and LRT bounties so I can vouch for the usage of them against bounties.