#include "scoutBase.odf"

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

//tooltips
tooltip = "Scout"
verboseTooltip = ""

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

//Amount of time required to build ship
buildTime = 6.0

//Number of officers required to build this ship
officerCost = 2

//Number of crew required to build ship & Starting crew
crewCost = 10

//Dilithium Cost to build
dilithiumCost = 55

//Metal Cost to build
metalCost = 0

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 55
maxshields = 0

// Hitpoints

shieldGeneratorHitPoints = 0
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 = 	 
	"HMS Drake" "HMS Guernica" "HMS Redoubt" "HMS Firestreak"
	"HMS Flynt" "HMS Appomatox" "HMS Serpentine" "HMS Vanguard"
	"HMS Santa Maria" "HMS Nina" "HMS Pinta" "HMS Paris"
	"HMS Othello" "HMS Aberdeen" "HMS Kingston" "HMS Coltrane"
	"HMS Horatio" "HMS Tokugawa" "HMS Sparta" "HMS Perth"
	"HMS Troy" "HMS Carbides" "HMS Calais" "HMS Jade"
	"HMS Circe" "HMS Skylark" "HMS Arrowhead" "HMS Ursula" 
	"HMS Vizier" "HMS Dunkirk" "HMS Casablanca" "HMS Zurich"
	"HMS Crimea" "HMS Nobunaga" "HMS Fletcher" "HMS Partisan" 
	"HMS Grace" "HMS Vivian"
	

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

// Pulse Phaser
weapon1 = "spulse"
weaponHardpoints1 = "hp01" "hp02" 

weapon2 = "spulse"
weaponHardpoints2 = "hp03" "hp04"

weapon3 = "spulse"
weaponHardpoints3 = "hp05" "hp06"


// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "sys01"
lifeSupportTargetHardpoints = "sys02" 
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "sys03"
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 = 0.5
transporter = 0