Theres a few thins like heavy weapons don't CHRYSSALIDy zombies etc. Little things
to fix problem with zombies you can add to heavy weapons:
damageAlter:
IgnoreOverKill: true
This will prevent hp going to negative values that can evaporate corpses.
I think I will add options to armor that will increase required damage to gib body.
This will be proper solution for your problem.
if weapons had a requirement such as XP, strength, fire accuracy etc otherwise the attack option tells you need X skill or the attack option doesn't show. So you can make for example psionic attacks that appear when a soldier levels up s for example captain can cast 6 psionic attacks but rookie only 1 etc.
or like high str soldiers can use heavy weapons for example. some other idea. like that.
on a weapon you add
- skillRequirement:
Strength: 45
Stamina: 10
Right now only skill requirements that are check is psiSkill > 0, I could add this but I don't know it is useful if you can made "soft" requirements.
You can change accuracy and power of attack based on unit stats e.g.:
power: 10
damageBonus:
melee: 0.5
If unit have 0 melee will do only 10 damage. If unit have 100 melee will do 60 damage. This will allow stronger unit to perform better with exactly same weapon.
Another thing is I could add square values of stat as possible bonus, this will allow nonlinear bonus starting form zero and have value cap:
Function is y=0.09*x - 0.00018 *x*x - 1.764 where x is value of stat and y is damage.
In code when I add square stats:
power: 0 #not used
damageBonus:
melee: 0.09
melee2: -0.00018 #square
flatOne: -1.764
This will casue that unit with less than 20 melee will not do any damage, and unit with 255 will do 10 damage.