#include "destroy.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Beserk Class"

//tooltips
tooltip = "Beserk Class"
verboseTooltip = "The Beserk Class is a multipurpose platform within the Colonial Fleet. It serves purposes ranging from escort to scout. Its greatest purpose however is that of mobile gun platform to screen larger capital ships within its battlestar group."

//Race which can build ship & starting race of ship
race = "bsg"

//Amount of time required to build ship
buildTime = 30.0

//Number of officers required to build this ship
officerCost = 4

//Number of crew required to build ship & Starting crew
crewCost = 135

//Dilithium Cost to build
dilithiumCost = 175

//Metal Cost to build
metalCost = 50

//Max Shield Strength & Begining Shield Strength <9900
maxHealth = 1700

// don't use the horrible old % crew loss on damage
saneCrewLossMethod = 1

// Hitpoints

shieldGeneratorHitPoints = 0
enginesHitPoints = 2500
weaponsHitPoints = 2800
lifeSupportHitPoints = 2000
sensorsHitPoints = 1700

//Maximum Value of Special Energy
maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 10

//**********************************************************************
//**********************************************************************
//SHIP NAMES

//Possible Craft Names
possibleCraftNames = 
	"HERA" "APHRODITE" "CRONUS" "PROMETHEUS" "HERMES" 
"HADES" "ATHENA" "CHARON  "ARTEMIS"
"ARES" "DIONYSIS" 

//**********************************************************************
//ART PARAMETERS & WEAPON NAMES

// Pulse Phaser
weapon1 = "dpulse"
weaponHardpoints1 = "hp13" "hp14" "hp15"

// Pulse Phaser
weapon2 = "railtec"
weaponHardpoints2 = "hp16" "hp17" "hp18"

//Self Destruct
weapon3 = "gselfdes"
weaponHardpoints3 = "hp05"

// Special Weapon - Transient Rift
weapon4 = "ftldrive"
weaponHardpoints4 = "hp01" 

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp07" "hp08" "hp09" "hp10" "hp11" "hp12"
lifeSupportTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
weaponsTargetHardpoints = "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" 
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp06" "hp08" "hp10"  "hp12" "hp14" "hp16" "hp18" "hp20" "hp22"
criticalTargetHardpoints = "hp07" "hp09" "hp11" "hp13" "hp17" "hp19" "hp21" "hp23"


//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be
//used to attack this craft due to its weapons. 
// (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons)
attackPower = 0.75f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.30f
//**********************************************************************

//**********************************************************************
//Runtime class label for instantiation of object.
classLabel = "shipyard"

//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.0f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.0f
//**********************************************************************
//Construction Parameters
buildItem0 = "assaultraptor"
buildItem1 = "vipermk7"

//Hardpoint location for building.
buildHardpoint = "hp21"
repairHardpoint = "repair"
repairSide = 0
repairFacility = 0
decommissionFacility = 0

//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "fed_phaser"
hotkeyLabel = "HOTKEY_F5"

// Change the scale

// Brian additions for context sensitive menus
builder_ship = 1
transporter = 0
SHOW_MOVEMENT_AUTONOMY = 1
SHOW_SW_AUTONOMY = 1
can_repair = 1
facility = 1

// So it recomputes the rally point.
alwaysRecomputeRallyPoint = 1

ScaleSOD = 2.4
