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    WhiteWing WhiteWing1.4

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    Hey all. May I introduce my new and improved White Wing. This is jump-capable fighter/cruiser with two rail turrets. Everything in this ship is made easily accessible for the average player and is pre-setup for your convenience.

    Weapons. The ship comes equipped with three sets of weapons. Firstly, it has rapid fire overdrive cannons (cannon + cannon 98% + overdrive 17%). These weapons (on blocks) do about 225 damage per shot (4 shots at a time). The ship has great energy recharge, but with radar jamming running, you have to be slightly careful with these cannons. Even with radar jam you should still get about 20-30 seconds of uninterrupted fire, but again, this shouldn't be a problem as full recharge only takes about 3-5 seconds. Again, with a strong recharge rate, this won't be a problem. This is your bread and butter weapon.

    Secondly you have (missile + missile 100%) scatter missiles for helping take care of those pesky smaller fighters (and/or ships with multiple turrets). They do a healthy 1,100 damage each with a radius of 4. This ship is perfectly balanced (with power tanks) to shoot these missiles; they take about 90% of total energy to fire.

    Thirdly, I have equipped the ship with a duel nukes (Missile + Damage pulse 100% + explosive effect 100%). This do a whooping 21,600 damage with a huge radius of 58. I include this mainly for combating larger ships or pirate stations; these missiles create a big area damage, but are slower. They will create nice satisfying craters. One shot will consume about 30% of available power. They have a massively long cooldown.

    Systems: The White Wing comes with a pretty rapid jump capability. It also comes equipped with radar jamming. Both can be used simultaneously, making this an ideal larger scout ship.

    There are two new rail turrets. All the systems are easily available; the core and AI are underneath by the base and the two weapon systems are underneath the vents at the back. These turrets do a massive 6,000 damage each with a radius of 30. I reduced the pulse to 50% so as to increase the turret recharge rate. && Remember to activate the AIs (physically activate them the AIs separately).

    I even included a great little RP cockpit with a roof entry (like a hotrod), hehe. Enjoy. :)

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    • Like
    Reactions: CyberTao
    Author
    Crushtime
    Downloads
    547
    Views
    547
    First release
    Last update
    Rating
    4.50 star(s) 2 ratings

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    1. WhiteWing w/ rail-based Missile turrets

      Hey all. May I introduce my new and improved White Wing. This is jump-capable fighter/cruiser...

    Latest reviews

    Video review at https://youtu.be/oOZeBLdjaZE

    Thank you for the ship, its fun :)
    Crushtime
    Crushtime
    Thank you for the review! I am glad you like her. I never thought about adding a second hyperdrive (as a backup). Good idea. :)
    Very nice design. Excellent exterior, good overall performance, however:
    1. I'd switch to Missile/beam on the turrets. They would have a longer range and faster missiles, also more damage, att he cost of a slightly smaller blast radius.
    2. I'd switch the dual nukes to beam support as well. More damage, shorter reload time (45 sec at 100%) and fast, long-range missiles to engage targets from a very safe distance. The drawback is a smaller blast radius.
    Crushtime
    Crushtime
    Thanks . Great ideas! I am still exploring the weapon systems. :)