#include "destroy.odf"

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

//tooltips
tooltip = "SF Mara"
verboseTooltip = "The SF Mara is the main fighter of the Shivan fleet. It has recently been equipped with Helios missile capabilities"

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

//Amount of time required to build ship
buildTime = 18.0

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

//Number of crew required to build ship & Starting crew
crewCost = 0

//Dilithium Cost to build
dilithiumCost = 100

//Metal Cost to build
metalCost = 0

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 100

// Hitpoints

shieldGeneratorHitPoints = 0
enginesHitPoints = 44
weaponsHitPoints = 44
lifeSupportHitPoints = 44
sensorsHitPoints = 44

//Rate at which shield recharges (points per second... we think)
shieldRate = 1.0


//Maximum Value of Special Energy
maxSpecialEnergy = 800

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 5

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

//Possible Craft Names
possibleCraftNames = 
	"SF Mara" 

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

// Pulse Phaser
weapon1 = "fsshivhlaser"
weaponHardpoints1 = "hp01"

// Photon Torpedo
weapon2 = "fsshivhlaser"
weaponHardpoints2 = "hp02"

//Helios
weapon3 = "ghelios"
weaponHardpoints3 = "hp04"

// 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"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20"
criticalTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"  "hp17" "hp18" "hp19" "hp20"


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

//**********************************************************************
//PHYSICS PARAMETERS

// Scripted 3D Attack paths
attack_path0 = "p2.pth"
attack_path1 = "p3.pth"

//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "fed_destroyer"
hotkeyLabel = "HOTKEY_F2"


// let's make this a bit smaller
ScaleSOD = 1.0


//physics file for all other physics stuff
physicsFile = "FS2Fighterphys.odf"

//physics file for trek physics stuff
trekPhysicsFile = "FS2Fighterphys.odf"
