#include "scoutbase.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Delta Flyer"
shieldProtection = 1
tooltip = "Delta Flyer - Designed by Lt.Paris, Borg technology by Seven of Nine of the USS Voyager"
//verboseTooltip = "WRITE ME"

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

//Amount of time required to build ship
buildTime = 10.0

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

//Number of crew required to build ship & Starting crew
crewCost = 6

maximumCrew = 10

//Dilithium Cost to build
dilithiumCost = 200

//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 200

shieldGeneratorHitPoints = 90
enginesHitPoints = 90
weaponsHitPoints = 90
lifeSupportHitPoints = 90
sensorsHitPoints = 90

//Rate at which shield recharges (points per second... we think)
shieldRate = 23.5

//Maximum Value of Special Energy
maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 25

// max number of assimilated weapons
maxExtraWeapons = 10

//SHIP NAMES
//Possible Craft Names
possibleCraftNames = 
             "Delta Flyer" "Delta Flyer II" "Data" "Paris" "Seven"

//ART PARAMETERS & WEAPON NAMES

// Phaser
weapon1 = "fc3phas"
weaponHardpoints1 = "hp05" "hp06"

//Detect Cloak
weapon2 = "gdetectf"
weaponHardpoints2 = "hp02"

// Towing Beam
weapon3 = "gtracbm"
weaponhardpoints3 = "hp05" "hp06"

//Self Destruct
weapon4 = "gselfdes"
weaponHardpoints4 = "hp05" "hp06"

// Hardpoints to hit for various systems and other locations.

enginesTargetHardpoints = "hp05" "hp06" "hp07" "hp08"
lifeSupportTargetHardpoints = "hp05" "hp06" "hp07" "hp08"
weaponsTargetHardpoints = "hp05" "hp06" "hp07" "hp08"
shieldGeneratorTargetHardpoints = "hp05" "hp06" "hp07" "hp08"
sensorsTargetHardpoints = "hp05" "hp06" "hp07" "hp08"
hullTargetHardpoints = "hp05" "hp06" "hp07" "hp08"
criticalTargetHardpoints = "hp05" "hp06" "hp07" "hp08"

//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 = 1.00f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.75f

//CREW STATUS MULTIPLIERS *See below for explanation of these
//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

//change the scale
ScaleSOD = 1.0f