#include "cruise1.odf"

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

//tooltips
tooltip = "FED_CRUISE1"
verboseTooltip = "FED_CRUISE1_V"

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

//Amount of time required to build ship
buildTime = 16.0

//Number of officers required to build this ship
officerCost = 9

//Number of crew required to build ship & Starting crew
crewCost = 200

//Dilithium Cost to build
dilithiumCost = 175

//Metal Cost to build
metalCost = 100

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 550

// Hitpoints

shieldGeneratorHitPoints = 95
enginesHitPoints = 75
weaponsHitPoints = 75
lifeSupportHitPoints = 75
sensorsHitPoints = 75

//Rate at which shield recharges (points per second... we think)
shieldRate = 1.5

//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 = 
	"USS Defender" "USS Pathfinder" "USS Renegade" "USS Spirit" 
	"USS Templar" "USS Morningstar" "USS Timberwolf"
	"USS Apache" "USS Resolution" "USS Gallant" "USS Nautilus"
 	"USS Thunderbird" "USS Venerable" "USS Seattle" "USS Trojan"
	"USS Essex" "USS Fearless" "USS Thunderchild" 
	"USS Bonaparte" "USS Washington" "USS Lafayette" "USS Jefferson"
	"USS Vicksburg" "USS Antietam" "USS Stalingrad" "USS Jaganath"
	"USS Montgomery" "USS Sumter" "USS Goliath" "USS Minotaur"
	"USS Hotspur" "USS Nostromo" "USS Crusader" "USS Avondale"
	"USS Bishop" "USS Winchester" "USS Peerless"
	"USS Martinez" "USS Courageous" "USS Jarl" "USS Verite"
	"USS Mathias" "USS Androsia" "USS Darius" "USS Rigel"
	"USS Theodore" "USS Meer" "USS Virgil" "USS Trinity"
	"USS Lakota" "USS Rapier" "USS Centaur" "USS Inverness"
	"USS Magellan" "USS Norris" "USS Poseidon" "USS Resilient"
	"USS Merlin" "USS Geneva" "USS Jupiter" "USS Nordhaus" "USS Brazas"
	"USS Maxwell" "USS Koh" "USS Rhodes"


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

// Phaser
weapon1 = "fbphas"
weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09"

// Chain Reaction Pulsar
weapon2 = "gchainp"
weaponHardpoints2 = "hp10" "hp11"

// Photon torpedos
weapon3 = "fc1phot"
weaponHardpoints3 = "h10" "hp11" "hp28"

// 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" "hp26" "hp27" "hp28" "hp29"
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

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

//**********************************************************************
//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_phaser"
hotkeyLabel = "HOTKEY_F5"

// Change the scale

// with no scale 1/2 of sovereign
// want 2/3 of sovereign
ScaleSOD = 1.1