#include "scoutBase.odf"

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

//tooltips
tooltip = "Challenger class"
verboseTooltip = "the first prototype federation fighter"

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

//Amount of time required to build ship
buildTime = 6.5

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

//Number of crew required to build ship & Starting crew
crewCost = 5

//Dilithium Cost to build
dilithiumCost = 50

//Metal Cost to build
metalCost = 0

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 65

// 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 = 	 
	"USS Drake" "USS Guernica" "USS Redoubt" "USS Firestreak"
	"USS Flynt" "USS Appomatox" "USS Serpentine" "USS Vanguard"
	"USS Santa Maria" "USS Nina" "USS Pinta" "USS Paris"
	"USS Othello" "USS Aberdeen" "USS Kingston" "USS Coltrane"
	"USS Horatio" "USS Tokugawa" "USS Sparta" "USS Perth"
	"USS Troy" "USS Carbides" "USS Calais" "USS Jade"
	"USS Circe" "USS Skylark" "USS Arrowhead" "USS Ursula" 
	"USS Vizier" "USS Dunkirk" "USS Casablanca" "USS Zurich"
	"USS Crimea" "USS Nobunaga" "USS Fletcher" "USS Partisan" 
	"USS Grace" "USS Vivian"
	

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

// Pulse Phaser
weapon1 = "spulse"
weaponHardpoints1 = "hp02"

// Pulse Phaser
weapon2 = "spulse"
weaponHardpoints2 = "hp03"

// Photon Torpedo
weapon3 = "fdphot"
weaponHardpoints3 = "hp04" "hp01"

//Detect Cloak 3
weapon4 = "gdetectf"
weaponHardpoints4 = "hp05"


// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp13" "hp11"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp06" "hp08" "hp10"  "hp12" "hp14" "hp16" "hp18" "hp20" "hp24" "hp25"
criticalTargetHardpoints = "hp07" "hp09" "hp11" "hp13" "hp17" "hp19" "hp22" "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 = 0.10f

//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"

ScaleSOD = .60
