#include "cruise3.odf"

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

//tooltips
tooltip = "Niagra Class – Reconnaissance Craft"
verboseTooltip = "The Niagra class is a compact design, providing enough space for a small crew and general issue Starfleet equipment. The ship it self is best used for reconnaissance missions but should it get into any combat situations, she has sufficient weaponary to defend herself."

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

//Amount of time required to build ship
buildTime = 33.0

//Number of officers required to build this ship
officerCost = 7

//Number of crew required to build ship & Starting crew
crewCost = 280

//Dilithium Cost to build
dilithiumCost = 380

//Metal Cost to build
metalCost = 600

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 400

// Hitpoints

shieldGeneratorHitPoints = 400
enginesHitPoints = 600
weaponsHitPoints = 225
lifeSupportHitPoints = 600
sensorsHitPoints = 500

//Rate at which shield recharges (points per second... we think)
shieldRate = 0.69

//Maximum Value of Special Energy
maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 10

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

//Possible Craft Names
possibleCraftNames = 
	"USS Christophe" "USS Dessalines" "USS Rochambeau" "USS Toussaint" "USS Rosenberg"
	"USS Karr" "USS Blakey" "USS Mingus" "USS Armstrong" "USS Monk"
	"USS Shorter" "USS Garrison" "USS Tyner" "USS Jones" "USS Basie"
	"USS Henderson" "USS Evans" "USS Parker" "USS Rollins"
	"USS Teagarden" "USS Willard" "USS Hawkins" "USS Johnson" "USS Oliver"

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

// Phaser
weapon1 = "fc1phas"
weaponHardpoints1 = "hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33"

// Photon Torpedo
weapon2 = "fc3phot"
weaponHardpoints2 = "hp15"

// tractor
Weapon3 = "gtracbm"
weaponHardpoints3 = "hp16"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" 
lifeSupportTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" 
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" 
shieldGeneratorTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" 
sensorsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" 
hullTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" 
criticalTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" 


//**********************************************************************
//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_F6"


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




