It would be nice if the rules files let you define additional damage types, much like you can currently define additional sprites or sounds.
If I understand correctly, damage types currently go from 0-9, though additional damage types are supported but currently "blank", affecting only terrain. Would it be possible to add new damage types, even if only by defining them with a string?
You could define resistance to these new damage types by extending the arrays of the respective armor and alien entries. For example, defining a custom damage type 11 would require that you add an additional two entries to the resistance arrays of armor, aliens, etc. If a damage type is missing, it is assumed to be -0%, or perhaps the average of the defined types. This means it's possible for your new damage types to conflict with the damage types added by somebody else's mod, but unless I am mistaken, this is already the case with sprites, so we don't mind, correct?
Even without the ability to assign resistances to these damage types, just being able to name new damage types would be nice, and allow for all sorts of new guns. (Sonic disruptors, graviton guns, grasers, raw psionic energy guns, etc.)
If I'm dreaming of pie in the sky, I might as well suggest new damage features for rules files, all of which would be applied to a damage type:
- Damage needed to cause fatal wounds (default 10)
- Maximum fatal wounds per hit (default 3)
- Armor damage multiple (default .1, could be higher for custom "armor rending" weapons)
- Proportion of penetrating damage dealt to health (default 1.0, would be 0.0 for stun weapons)
- Proportion of penetrating damage dealt as stun damage (default 0.0, would be 1.0 for stun weapons)
- Proportion of penetrating damage dealt as morale damage (default 0.0, could be useful for psionic bullets or "really scary" weapons. Psi-bombs, anyone?)
- Proportion of penetrating damage dealt as energy damage (default 0.0, could be useful for tranquilizers or something.)
- Maximum possible deviation from base damage (default 1.0, meaning +- 100%, would be 0.5 for High Explosive or Terror From The Deep weapons)
Any other ideas? I love how flexible your rules files are so far. This seems like it supports your goal of easy, accessible Xcom modding. Would this be likely to be included?
Thanks for your consideration.