#include "assault.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Iwo Jima (Blitkrieg) Class"

//tooltips
tooltip = "FED_ASSAULT"
verboseTooltip = "FED_ASSAULT_V"

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

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

//Number of officers required to build this ship
officerCost = 8

//Number of crew required to build ship & Starting crew
crewCost = 500

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

//Dilithium Cost to build
dilithiumCost = 200

//Metal cost to build
metalCost = 60

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 640

// Hitpoints

shieldGeneratorHitPoints = 140
enginesHitPoints = 140
weaponsHitPoints = 100
lifeSupportHitPoints = 120
sensorsHitPoints = 100

//Rate at which shield recharges (points per second... we think)
shieldRate = 12.0

//The multiplier used when a boarding party is sent to an enemy ship
boardingPartyStrength = 8.5


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

//Possible Craft Names
possibleCraftNames = 
	"USS Maine" "USS Lejeune" "USS Panther" "USS Guantanamo Bay" "USS Culebra"
	"USS Bodley" "USS Edson" "USS Puller" "USS Carlson" "USS Rowell"
	"USS Schilt" "USS Okinawa" "USS Bougainville" "USS Solomon" "USS Da Nang" 
	"USS Valley Forge" "USS Wake Island" "USS Pendleton" "USS Inchon" "USS Caron"
	"USS Basilone" "USS Chaffey" "USS New Guinea" "USS Peleliu" "USS Choisin"
	"USS Montezuma" "USS Tripoli" "USS Cobb" "USS Gonzales" "USS Belleau Wood"
	"USS St. Mihiel" "USS Chateau Thierry" "USS Quantico" "USS R.L. Ermey" "USS Hartman"
	"USS Boynton" "USS Khe Sanh" "USS Starlight" "USS Piranha" "USS Tarawa"
	
//**********************************************************************
//ART PARAMETERS & WEAPON NAMES

// Pulse Phaser
weapon1 = "fbphas"
weaponHardpoints1 = "hp15" "hp16" //port & starboard arrays

// Towing Beam
weapon2 = "gtracbm"
weaponhardpoints2 = "hp20" // underneath rear centre

// Torps
weapon3 = "fc1phot"
weaponHardpoints3 = "hp17" // port launcher

// Torps
weapon4 = "fc1phot"
weaponHardpoints4 = "hp18" //starboard launcher

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp01" "hp02" "hp03" "hp04"
lifeSupportTargetHardpoints = "hp05" "hp06"
weaponsTargetHardpoints = "hp07" "hp08"
shieldGeneratorTargetHardpoints = "hp09" "hp10" "hp11" "hp12"
sensorsTargetHardpoints = "hp13"
hullTargetHardpoints = "hp03" "hp04" "hp05" "hp07" "hp08" "hp09" "hp12" "hp13"
criticalTargetHardpoints = "hp03" "hp04" "hp05" "hp07" "hp08" "hp09" "hp12" "hp13"

//**********************************************************************
//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 = 0.25f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.25f

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

//**********************************************************************
//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 = "placeholder"
hotkeyLabel = "HOTKEY_F7"
