The Robinhood II is a new fighter built as the successor to my old (now obsolete) Robinhood fighter (don't worry, I never uploaded it anyway). It features a number of improvements over the original, including a fair bit of versatility afforded by the weapons overhaul that was implemented since the original Robinhood was produced.
It is nonetheless still a light fighter design, coming in well under 100 mass, and only possessing minor hardening of armor on some frontal surfaces.
Note: Since this was a bit of a "relearning" design, I am up for suggestions on how to improve it, or simply how to make a better fighter in the future.
Basic Overview:
Dimensions: Length 21, Width 25, Height 11.
Basic stats are shown in the screenshot.
Mass: 72.4
Blocks: 870
Power Generation: about 15900/s
Shield Recharge: 231/sec.
Thrust to Mass: 2.5
Weapons:
1. Twin overloaded rapid-fire blaster cannons best suited for blasting internal blocks or other weak points.
2. Long range lock-on missiles of reasonable power, considering the ship's size.
3. A high power, mostly ionized beam weapon intended to take down shields, but still able to do partial damage to hull.
Systems:
1. Radar Jammer: While useful for scouting, this system can also be used to reduce your visibility to more HUD-dependent enemies.
2. Engine Overdrive: While active, you can push the fighter's top speed up a full 50%. Great for closing distance, or for outrunning enemies.
3. Basic Scanner: Potentially useful for scouting.
4. Triple Jump Drives: Three individual jump drives allow for up to 3 jumps in a row, making it easy to reach more distant locations without needing to worry about having to recharge your drive part way there after having accidentally jumped near a pirate station or something.
Other Notes: I put the core on action bar 2 to get it out of the way. The number 1 slot of action bar 1 is empty in case you want to slap on a salvage beam or some other additional system.
Thruster Instructions: It is recommended you reduce the rotational thrust to improve its acceleration.
Cockpit instructions: one block in front of the core is a space you can stand to close the plex door around the cockpit, and still be able to get into the core. You can of course just close the cockpit via build mode as well.
It is nonetheless still a light fighter design, coming in well under 100 mass, and only possessing minor hardening of armor on some frontal surfaces.
Note: Since this was a bit of a "relearning" design, I am up for suggestions on how to improve it, or simply how to make a better fighter in the future.
Basic Overview:
Dimensions: Length 21, Width 25, Height 11.
Basic stats are shown in the screenshot.
Mass: 72.4
Blocks: 870
Power Generation: about 15900/s
Shield Recharge: 231/sec.
Thrust to Mass: 2.5
Weapons:
1. Twin overloaded rapid-fire blaster cannons best suited for blasting internal blocks or other weak points.
2. Long range lock-on missiles of reasonable power, considering the ship's size.
3. A high power, mostly ionized beam weapon intended to take down shields, but still able to do partial damage to hull.
Systems:
1. Radar Jammer: While useful for scouting, this system can also be used to reduce your visibility to more HUD-dependent enemies.
2. Engine Overdrive: While active, you can push the fighter's top speed up a full 50%. Great for closing distance, or for outrunning enemies.
3. Basic Scanner: Potentially useful for scouting.
4. Triple Jump Drives: Three individual jump drives allow for up to 3 jumps in a row, making it easy to reach more distant locations without needing to worry about having to recharge your drive part way there after having accidentally jumped near a pirate station or something.
Other Notes: I put the core on action bar 2 to get it out of the way. The number 1 slot of action bar 1 is empty in case you want to slap on a salvage beam or some other additional system.
Thruster Instructions: It is recommended you reduce the rotational thrust to improve its acceleration.
Cockpit instructions: one block in front of the core is a space you can stand to close the plex door around the cockpit, and still be able to get into the core. You can of course just close the cockpit via build mode as well.