Actually, these descriptions were right there in the original game! They just weren't displayed. I discovered them around 1998, at my first attempt to localize the game, and was quite surprised.
Oh my God XDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD !
I suspect that the descriptions caused so much embarrassment that the writer was immediately fired and they couldn't find anyone who wanted to look at them while correcting the text files so they simply disabled them in code
.
For me, ideally there would be an additional tileset that'd replace random UFO walls with damaged versions - burnt, peppered with holes, mangled, etc, but basically staying impassable and usually blocking LOS (with armor reduced to 90, 80, in extreme cases even 50 so you can break through with a HE charge). Actual hull breaches should only happen with the "maximum fuck" weapons (I'd add Avalanche to that category, since Plasma Cannon is an end-game weapon, and nobody is using Fusion Bollocks, so, anything with 100+ damage); maybe a very small chance of a 1x1 breach with the middle-ground weapons (say, 40-99 damage).
Fusion balls could be interesting if they'd be remade into "UFO Destroyer" weapons. Something like: you can destroy a Battleship with one hit but there won't be anything left to salvage. Generally, all Elerium explosives are ridiculously under-powered in game especially in relation to their names.
By the way, the highest ranking alien in the UFO could have some Elerium explosive which he would use to destroy the ship if 20 turns pass or something like that.
actually, given the mostly-circular design of UFOs as well as the fact that the air combat window can only be a gross simplification of what's really going on, I'd say that a random damage system is perfectly fine. UFOs use a gravitational propulsion system, they can very well rotate in-flight to fire at you, exposing different sides to incoming fire.
I don't think it's a gross oversimplification. They UFOs simply don't react in any way except by firing back if in range or running away. I'm not sure if they have to rotate - there are no visible weapons on UFOs so the attacks could somehow be generated by the power sources.
my table above is a suggestion of in-game mechanics that try to make sense within the game setting. it will have to be playtested, of course. too many holes in UFO walls may be a terrible idea... on the other hand, I think it increases the tactical depth of the game: use overly powerful weapons, and you get less loot. a 3x3 hole in the wall of a medium-sized UFO is perfectly capable of destroying stuff inside the UFO that you want to recover. (the next step would be to tie power source explosions to the power of the shots that hit the UFO... if you want to recover elerium, you better wear it down instead of nuking it).
Personally, I made power source explosions much more powerful. Capable of often gutting the UFO or in extreme examples obliterating the outer shell in smaller UFOs. So, loot is usually drastically decreased when not waiting for UFO to land.