#include "cruise1.odf"

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

//tooltips
tooltip = "Typhoon Class"
verboseTooltip = "Federation Assault Carrier"

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

//Amount of time required to build ship
buildTime = 26.0

//Number of officers required to build this ship
officerCost = 6

//Number of crew required to build ship & Starting crew
crewCost = 300

//Dilithium Cost to build
dilithiumCost = 200

//Metal Cost to build
metalCost = 85

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 527

// Hitpoints

shieldGeneratorHitPoints = 92
enginesHitPoints = 87
weaponsHitPoints = 87
lifeSupportHitPoints = 87
sensorsHitPoints = 87

//Rate at which shield recharges (points per second... we think)
shieldRate = 2.2

//Maximum Value of Special Energy
maxSpecialEnergy = 1500

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 20

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

//Possible Craft Names
possibleCraftNames = "USS Typhoon" "USS Defender" "USS Gaurdian" "USS Loknar"

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

// Phaser
weapon1 = "fc1phas"
weaponHardpoints1 = "hp37" "hp38" "hp39" "hp40" "hp41" "hp42" "hp43" "hp44" "hp45" "hp46" "hp47" "hp48"

// Photon torpedos
weapon2 = "fc1phot"
weaponHardpoints2 = "hp49"

// Photon torpedos
weapon3 = "fc1phot"
weaponHardpoints3 = "hp50"

// Fighter launch points (currently unused)
// weapon3 = "cardassian drone weapon adapted to fed"
// weaponsHardpoints 3 = "hp51" "hp52" "hp53" "hp54"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08"
lifeSupportTargetHardpoints = "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19"
weaponsTargetHardpoints = "hp20" "hp21" "hp22" "hp23" "hp24"
shieldGeneratorTargetHardpoints = "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33"
sensorsTargetHardpoints = "h34" "hp35" "hp36"
hullTargetHardpoints = "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33"
criticalTargetHardpoints = "hp01" "hp08" "hp09" "hp22" "hp23" "hp26" "hp27" "hp34"


//**********************************************************************
//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"