#include "frigate.odf"

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

//tooltips
tooltip = "Hyperion Class - Advanced Targeting"
verboseTooltip = "The Hyperion class frigate was created to bridge the gap between the cruisers and battleships of the fleet.  It carries the latest in elctronic combat to enhance the effectiveness of the fleet."

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

//Amount of time required to build ship
buildTime = 17.0

//Number of officers required to build this ship
officerCost = 5

//Number of crew required to build ship & Starting crew
crewCost = 200

//Dilithium Cost to build
dilithiumCost = 150

//Metal Cost to build
metalCost = 33

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 285

// Hitpoints

shieldGeneratorHitPoints = 60
enginesHitPoints = 34
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 = 600

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 7

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

//Possible Craft Names
possibleCraftNames = "USS Fearless" "USS Merrimack" "USS Zealous" 
"USS Hyperion" "USS Endeavour" "USS Hiroshima" "USS Jaguar" "USS Lotus" 
"USS Kodiak" "USS Chimera" "USS Datalious" "USS Constantinople" "USS Arturius" 
"USS Carpathia Class" "USS Audacious" "USS Endymion" "USS Shrike"
"USS Orcinus" "USS Shackleton" "USS Einstein" "USS Carter" "USS Albatross" 
"USS Andromeda" "USS Pegasus""USS Oasis" "USS Columbus" "USS Messier" 
"USS Adjudicator" "USS Byzantine" "USS Ames" "USS Kasatka" "USS Darlton" 
"USS Cipher" "USS Razgriz" "USS Delphinus" 

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

// Phaser
weapon1 = "tmpfphas"
weaponHardpoints1 = "hp01" "hp02" "hp03" "hp30" "hp31"

// Phaser
weapon2 = "tmpfphas"
weaponHardpoints2 = "hp01" "hp02" "hp03" "hp30" "hp31"
	
// Photon torpedo
weapon3 = "tmpfphot"
weaponHardpoints3 = "hp04" "hp05" "hp32" "hp33"

// Advanced Targeting
weapon4 = "tmpadvtar"
weaponHardpoints4 = "hp01" "hp02" "hp03" "hp30" "hp31"

// 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" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
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 = 0.50f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.50f

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

//**********************************************************************
//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 = 1.0f
//**********************************************************************


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

//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "fed_science"
hotkeyLabel = "HOTKEY_F1"

// Change the scale

// with no scale, 1/3 of sovereign
// Want 2/3 of sovereign
ScaleSOD = 0.7
