Subsystem: BorgAssimilationRay
	Name: #BORGASSIMILATIONRAY
	Description: #BORGASSIMILATIONRAY_DESC
	BaseColor: #00cc33
	TypeColor: #00cc33
	Picture: SubsystemButtonArt::7
	Elevation: 2

	Tags: BaseCost
	Tags: BeamBase, Rotatable, Category:Weapons, HexLimitArc, EnergyBase, BorgAssimilationRayBase
	Tags: ExteriorCore, Weapon, IsBeamWeapon, HasInternals, MainDPS
	Hull: Flagship

	Size := HexSize * Hexes
	BeamDPS := 9.0 * Size
	Duration := 2
	Cooldown := 4 * min(1.0 + Size/512, 2.0)
	Range := (Size + 150) * 2
	Tracking := 0.5
	SupplyCost := Size * 3.0
	PowerUse := 10 * Size
	FireArc := 0.35 * pi
	Pierce := 1.0
	Bypass := 0.15

	Hex.HP := 12 * HexSize
	Hex.Resistance := 0.2
	Hex.Mass := HexSize

	BorgAssimilationRays := 1

	Requires:
		Command = 1
		Power = PowerUse

	Assert: Sum.BorgAssimilationRays <= 2
		Message: A design cannot have more than 2 Assimilation Rays.

	Module: Default
		Hex.BuildCost := Hex.BuildCost * 2

	Module: Core
		Hex.HP := Hex.HP * 3
		Hex.BuildCost := Hex.BuildCost * 5
		Hex.Mass := Hex.Mass * 5

		Sprite: Laser::0
		DrawMode: 1

		Hex.DamageResist := ShipSize / 64.0
		Effect: DamageResist
			Resist = Hex.DamageResist

	Effector: BorgAssimilationRay
		Range = Range
		DPS = BeamDPS
		Duration = Duration
		Cooldown = Cooldown
		Tracking = Tracking
		SupplyCost = SupplyCost * Duration
		FireArc = FireArc
		Pierce = Pierce
		Bypass = Bypass
		IgnoreDR = 0
