#include "station.odf"

warpSuppressionRadiusMultiplier = 0.3

//Destruction Radius
selfDestructRadius = 0; // this applies when our ship is destroyed - sls
selfDestructDamage = 0; // the damage applied when we blow up - sls

//**********************************************************************
//   GENERAL STUFF...
//**********************************************************************
//Name of station class in Display window & in edit mode & tooltip
unitName = "Turret"

// General (upgradeable) values the Player sees for each system

hullLevel = 400
weaponsLevel = 800
sensorsLevel = 1200
shieldsLevel = 400
enginesLevel = 500
shieldRechargeRateModifier	= 0.1		// how fast the shields charge


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

hasWeapons = 1;

//Energy per shot
energyPerPulsePhaser = 0.02

//**********************************************************************
//PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS
//**********************************************************************

//Runtime class label for instantiation of object.
classLabel = "starbase"


//**********************************************************************
//   Additions for context sensitive menus
//**********************************************************************

//alert = 0
//combat = 1

// played on ship destruction, initial explosion
explosionParticleSystemsMajor = "psexplosion_minor"
// sub-explosions
explosionParticleSystemsMinor = "psexplosion_blast_wide1"

// played when a component (e.g., engine nacelle) is broken off; initial explosion
breakParticleSystemsMajor = "explosionb"
// sub-explosions
breakParticleSystemsSecondary = "explosionb"



