#include "assault.odf"

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

//tooltips
tooltip = "Soyuz Class - Marines"
verboseTooltip = "The Soyuz Class is one of the oldest ships in the fleet.  It has time and again proven itself indispensible due to it's compliment of Starfleet Marines."

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

//Amount of time required to build ship
buildTime = 12.0

//Number of officers required to build this ship
officerCost = 4

//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 = 150

//Metal cost to build
metalCost = 50

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

// Hitpoints

shieldGeneratorHitPoints = 120
enginesHitPoints = 120
weaponsHitPoints = 80
lifeSupportHitPoints = 100
sensorsHitPoints = 80

//Rate at which shield recharges (points per second... we think)
shieldRate = 10.0

//The multiplier used when a boarding party is sent to an enemy ship
boardingPartyStrength = 5.0

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

//Possible Craft Names
possibleCraftNames = 
	"USS Soyuz" "USS Bozeman" "USS Allaway" "USS Boheme" "USS Cavenaugh"
	"USS Cheffer" "USS Davidson" "USS Helena" "USS Katsinis" "USS Rabah"
	"USS Sonnier" "USS Talbot" "USS Ursaline" "USS Valtman" "USS von Winkle"

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

// Pulse Phaser
weapon1 = "tmpapulse"
weaponHardpoints1 = "hp04"

// Pulse Phaser
weapon2 = "tmpapulse"
weaponHardpoints2 = "hp05"

// Pulse Phaser
weapon3 = "tmpapulse"
weaponHardpoints3 = "hp06"

// Pulse Phaser
weapon4 = "tmpapulse"
weaponHardpoints4 = "hp07"

// Towing Beam
weapon5 = "gtracbm"
weaponhardpoints5 = "hp05"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp09" "hp10" "hp11" "hp12" "hp13"
lifeSupportTargetHardpoints = "hp14" "hp15" "hp16" 
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08"
shieldGeneratorTargetHardpoints = "hp17" "hp18""hp19" 
sensorsTargetHardpoints = "hp20" "hp21" 
hullTargetHardpoints ="hp22" "hp23" "hp24"  
criticalTargetHardpoints = "hp13" "hp14" "hp17" "hp21"


//**********************************************************************
//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 = "fed_phaser"
hotkeyLabel = "HOTKEY_F7"

// Change the scale

// 
// 
ScaleSOD = 0.7