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TPG Raptor MkII (Fighter Variant) and MkIII (Cargo Variant)
Fighter Variant:
Req. License: 5/5/0/4/0
Armor: 9000
Cargo: 4
Weapon Ports: 2s
Mass: 4000kg
Thrust: 215N
Max speed: 65m/s
Turbo max speed: 240 m/s
Turbo energy drain: 65/sec
Spin torque: 8.5Nm
No built in radar extender, it was stripped for more armor
Cargo Variant:
Req. License: 4/5/0/6/0
Armor: 7500
Cargo: 16
Weapon Ports: 1s
Mass: 4500kg
Thrust: 200N
Max speed: 65m/s
Turbo max speed: 200 m/s
Turbo energy drain: 50/sec
Spin torque: 8.5Nm
Radar Extender, Armor, and a weapon port have all been sacrificed to double the cargo hold
In an attempt to raise sales of their new spaceframe, TPG has developed two new variants of the Raptor for more specified purposes. These ships were developed to compete in the versatile light/medium fighter market, particularly against the popular Vulture and rugged Warthog.
Req. License: 5/5/0/4/0
Armor: 9000
Cargo: 4
Weapon Ports: 2s
Mass: 4000kg
Thrust: 215N
Max speed: 65m/s
Turbo max speed: 240 m/s
Turbo energy drain: 65/sec
Spin torque: 8.5Nm
No built in radar extender, it was stripped for more armor
Cargo Variant:
Req. License: 4/5/0/6/0
Armor: 7500
Cargo: 16
Weapon Ports: 1s
Mass: 4500kg
Thrust: 200N
Max speed: 65m/s
Turbo max speed: 200 m/s
Turbo energy drain: 50/sec
Spin torque: 8.5Nm
Radar Extender, Armor, and a weapon port have all been sacrificed to double the cargo hold
In an attempt to raise sales of their new spaceframe, TPG has developed two new variants of the Raptor for more specified purposes. These ships were developed to compete in the versatile light/medium fighter market, particularly against the popular Vulture and rugged Warthog.
i like them i think we need more Raptors as long as the suitable for fighting
Yes. The 16cu would be good for CtC
If they're supported, they should be posted to the stickied thread for new ship/addon proposals.
Inc made clear in another thread that any turbo speeds over 225m/s won't happen. Due to the mass increase on your cargo variant and lack of a thrust buff, it will handle like a brick in a pool. Especially if you put anything in it. Otherwise, looks okay.
I wouldn't fly a raptor without an extender, though. That is the appeal for me.
I wouldn't fly a raptor without an extender, though. That is the appeal for me.
Major suggestion edit: I guess there is still a demand for the radar extender. Since the fighter is a fighter, it will maintain the extender, but you're not bringing home your enemy's widowmaker cause there's no longer cargo space. (This is only on the fighter variant!)
Alright, I guess decrease the boost on the fighter to 225m/s with a turbo drain at 57/sec. Also, with Aramarth's cargo variant worries, thrust could be increased to 215N and starting mass at a low 4250Kg. Explanation for equal thrust: Engines were reworked, and the same primary thrusters were set in both models, but the fighter variant was given the latest in TPG interceptor boost engine technology. The new stats will look like the following:
Fighter Variant:
Req. License: 5/5/0/4/0
Armor: 9000
The cargo bays were eliminated to maintain the radar extension while still improving the armor.
Weapon Ports: 2s
Mass: 4000kg
Thrust: 215N
Max speed: 65m/s
Turbo max speed: 225 m/s
Turbo energy drain: 57/sec
Spin torque: 8.5Nm
Radar Extender: 1500m
Further note on the fighter variant, I was hoping to make this ship more based on forward speed than anything else. If an armor reduction to 7000 will allow it to break the 225m/s boost barrier, that would be ideal. For now I set my requested boost energy back down so that the ship retains the interceptor role I intended it for. Right now the high armor is set to offset how easy the bulky raptor is to hit, but I could imagine the increased distance control of a 65m/s cruising speed helping that immensely.
Cargo Variant:
Req. License: 4/5/0/6/0
Armor: 7500
Cargo: 16
Weapon Ports: 1s
Mass: 4250kg
Thrust: 215N
Max speed: 65m/s
Turbo max speed: 200 m/s
Turbo energy drain: 50/sec
Spin torque: 8.5Nm
Radar Extender, Armor, and a weapon port have all been sacrificed to double the cargo hold
Further note on the cargo variant, I was hoping this could be used for moving small amounts of cargo, and I hadn't realized that it already had a purpose ingame. This would definately be a smuggler's ship, but when it turns to fight, it has enough manueverability to at least give a hassle after cargo has be jetisoned. More ships like this could help bring actual piracy back into the game as opposed to shooting traders cause they can. (Sorry to the real, hard working rats out there, you have some bretheren dragging your rep down)
Alright, I guess decrease the boost on the fighter to 225m/s with a turbo drain at 57/sec. Also, with Aramarth's cargo variant worries, thrust could be increased to 215N and starting mass at a low 4250Kg. Explanation for equal thrust: Engines were reworked, and the same primary thrusters were set in both models, but the fighter variant was given the latest in TPG interceptor boost engine technology. The new stats will look like the following:
Fighter Variant:
Req. License: 5/5/0/4/0
Armor: 9000
The cargo bays were eliminated to maintain the radar extension while still improving the armor.
Weapon Ports: 2s
Mass: 4000kg
Thrust: 215N
Max speed: 65m/s
Turbo max speed: 225 m/s
Turbo energy drain: 57/sec
Spin torque: 8.5Nm
Radar Extender: 1500m
Further note on the fighter variant, I was hoping to make this ship more based on forward speed than anything else. If an armor reduction to 7000 will allow it to break the 225m/s boost barrier, that would be ideal. For now I set my requested boost energy back down so that the ship retains the interceptor role I intended it for. Right now the high armor is set to offset how easy the bulky raptor is to hit, but I could imagine the increased distance control of a 65m/s cruising speed helping that immensely.
Cargo Variant:
Req. License: 4/5/0/6/0
Armor: 7500
Cargo: 16
Weapon Ports: 1s
Mass: 4250kg
Thrust: 215N
Max speed: 65m/s
Turbo max speed: 200 m/s
Turbo energy drain: 50/sec
Spin torque: 8.5Nm
Radar Extender, Armor, and a weapon port have all been sacrificed to double the cargo hold
Further note on the cargo variant, I was hoping this could be used for moving small amounts of cargo, and I hadn't realized that it already had a purpose ingame. This would definately be a smuggler's ship, but when it turns to fight, it has enough manueverability to at least give a hassle after cargo has be jetisoned. More ships like this could help bring actual piracy back into the game as opposed to shooting traders cause they can. (Sorry to the real, hard working rats out there, you have some bretheren dragging your rep down)
I think you should still keep the radar extender and second small port on the mk3 variant Freedombird. Otherwise it's too crippled.
If there is a Raptor mk2/3 it would be awesome if my old suggestion of slight model change could be implemented with it, to cut off the tail and make it look like this:
If there is a Raptor mk2/3 it would be awesome if my old suggestion of slight model change could be implemented with it, to cut off the tail and make it look like this: