#include "B_entclass_destroyer.odf" 
#include "Repair_borgent.odf"

//**********************************************************************
//   GENERAL STUFF...
//**********************************************************************
// Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Rectangle 1"

// Tooltips
tooltip = "b_ent_destroyerclass"
verboseTooltip = "b_ent_destroyerclass_v"

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

//Energy per shot
energyPerPulsePhaser = 0.12

// points per second we can repair (including HULL)
repairRate = 25.0

//**********************************************************************
//SHIP SYSTEM INFORMATION
//**********************************************************************

// General (upgradeable) values the Player sees for each system
hullLevel    =  650
weaponsLevel =  700
sensorsLevel = 1000
enginesLevel =  400
shieldsLevel =   0
hasShields = 0

// WEAPON values
numberOfPhaserBeams = 2
numberOfForePhotons = 4
photonSpread = 1
//forePhotonSpread = 1
numberOfAftPhotons = 0
//aftPhotonSpread = 0

// COMMAND POINT COST
commandPointCost = 2100
startYear = 2160
endYear   = 2200

// global WEAPON values
photonReplenishRate 		= 2.4    	// how fast can i restore my photons
weaponsEnergyReplenishRate 	= 1.2	  // how fast can i restore my weapons energy pool
weaponPoolDiminishRate 		= 1.6		// how slowly does my weapons pool diminish
energyPerPhoton			= 0.0		// how much energy expended when firing a photon torpedo

//**********************************************************************
//   SHIP NAMES
//**********************************************************************
possibleCraftNames = 
	"D374-16841" "D374-46418" "D374-84156" "D374-96118"
	"D374-19081" "D374-84914" "D374-78914" "D374-15615"
	"D374-16162" "D374-85446" "D374-19484" "D374-16615"
	"D374-68441" "D374-89411" "D374-04851" "D374-16510"
	"D374-64805" "D374-56405" "D374-60518" "D374-04884"
	"D374-16844" "D374-78148" "D374-18474" "D374-10584"

//**********************************************************************
//   ART PARAMETERS & WEAPON NAMES
//**********************************************************************
// Pulse
weapon1 = "borg_ent_phaser_2beam"
weaponHardpoints1 = "hp01"

// Pulse
weapon8 = "borg_ent_phaser_2beam"
weaponHardpoints8 = "hp11"

// Pulse
weapon9 = "borg_ent_phaser_2beam"
weaponHardpoints9 = "hp21"

// Pulse
weapon10 = "borg_ent_phaser_2beam"
weaponHardpoints10 = "hp09" 

// Pulse
weapon11 = "borg_ent_phaser_2beam"
weaponHardpoints11 = "hp07" 

// Pulse
weapon2 = "borg_ent_phaser_2beam"
weaponHardpoints2 = "hp10" 

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

// Photon Torpedo
weapon3 = "borg_ent_artillery_photon"
weaponHardpoints3 = "hp20" "hp27" "hp05" "hp22" "hp12" "hp17"

// tractor beam
weapon4 = "f_tractor_bm"
weaponHardpoints4 = "hp01" "hp03"

// Warp
weapon5 = "gwarp"
weaponHardpoints5 = "hp04"

//Self Destruct
weapon6 = "gselfdes"
weaponHardpoints6 = "hp16"

// long range sensor
weapon7 = "long_range_sensor"
weaponHardpoints7 = "hp24"

// Hardpoints to hit for various systems and other locations.
EngineTargetHardpoints = "hp20"
WeaponTargetHardpoints = "hp05"
//ShieldTargetHardpoints = "hp19"
SensorTargetHardpoints = "hp24"

// Sub-System Destruction Effects
EngineDestructionHardpoints = "hp20"
WeaponDestructionHardpoints = "hp05"
//ShieldDestructionHardpoints = "hp19"
SensorDestructionHardpoints = "hp24"

//**********************************************************************
//   CHANGE THE SCALE
//**********************************************************************
realLength = 200

// Scale for the camera radius
cameraRadiusScale = 2.5

pivotRadiusScale = 2.0

//**********************************************************************
//   SHIELDS AND DAMAGE
//**********************************************************************
//Rectangle I, generated Mon Dec 16 15:42:02 2002
hasHull = 1;

hasShield = 0;
hasWeapons = 1;
hasEngines = 1;
hasSensors = 1;

selfDestructRadius = 300; // this applies when our ship is destroyed - sls
selfDestructDamage = 400; // the damage applied when we blow up - sls

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

PhysicsFile = "class_borg_destroyer_physics.odf";


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