#include "scoutBase.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Type 6 Shuttle"

//tooltips
tooltip = "Type 6 Shuttle"
verboseTooltip = "Type 6 Shuttle"

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

//Amount of time required to build ship
buildTime = 6.0

//Number of officers required to build this ship
officerCost = 1

//Number of crew required to build ship & Starting crew
crewCost = 2

//Dilithium Cost to build
dilithiumCost = 55

//Metal Cost to build
metalCost = 20

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 55

// Hitpoints

shieldGeneratorHitPoints = 15
enginesHitPoints = 8
weaponsHitPoints = 8
lifeSupportHitPoints = 8
sensorsHitPoints = 8

//Rate at which shield recharges (points per second... we think)
shieldRate = 0.5

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

//Possible Craft Names
possibleCraftNames = 	 
	"Banshee" "Curie" "Fermi" "Feynman" " Galileo" "Goddard" "Justman" "Magellan" "Sacajawea"

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

// Pulse Phaser
weapon1 = "fc3phas"
weaponHardpoints1 = "hp01" "hp02" 
 
//Detect Cloak 3
weapon2 = "gdetectf"
weaponHardpoints2 = "hp05"


// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp03" "hp04" "hp05" "hp06"
lifeSupportTargetHardpoints = "hp03" "hp04" "hp05" "hp06"
weaponsTargetHardpoints = "hp03" "hp04" "hp05" "hp06"
shieldGeneratorTargetHardpoints = "hp03" "hp04" "hp05" "hp06"
sensorsTargetHardpoints = "hp03" "hp04" "hp05" "hp06"
hullTargetHardpoints = "hp03" "hp04" "hp05" "hp06"
criticalTargetHardpoints = "hp03" "hp04" "hp05" "hp06"


//**********************************************************************
//**********************************************************************
//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 = 0.10f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.15f

//**********************************************************************

//**********************************************************************
//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
//**********************************************************************

//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "fed_scout"
hotkeyLabel = "HOTKEY_F1"

// let's make this a bit smaller
ScaleSOD = 0.4

