random map assembling rules (not just mixed 16 blocks of 10x10);
That's feasible. The Battlescape ends up with an array of tiles. Creating a new "generator" class that does a full random map is entirely possible.
ai pathing working for any kind of unit, not only ranked 1x1 or 2x2;
I imagine that wouldn't be too difficult to mod the 2x2 to [n]x[n]. It'll follow the same rules, just have to check for wider spaces, but as that process is already required for 2x2, should be relatively easy. No?
tile ties (metatiles);
Not quite sure what you mean by this. It sounds like you just want to add additional information into /src/SaveGame/Tile
any voxel model, not limited with loftepms and 16x16x12 sizes;
But if it's larger than this size, surely it'll be a [n]x[n] tile object, in which case you get [n]x{16x16x12} LOFTemp to work with.
turnable tiles
I guess that depends in what essence you mean by "turnable". From a LOFTemp/voxel size, it's easy to do once the data is loaded. Visually, with sprites, it's harder, however, things like ufo walls already have all four angles, just pick the next image to draw.
and no outer-wall tiles occupying some of adjacent tiles;
Granted, I don't think I ever totally understood the whole north and west wall issue, but as you *can* have walls that you can stand on both sides of, it's technically possible.
No more "walls" or "objects" - only tiles, which are placed or stacked into one cell;
Sorry, I didn't understand this one
cumulative damage for tiles;
Again, isn't that pretty much adding a "Damage Sustained" field to /src/SaveGame/Tile? Then when a weapon hits it, this gets increase. When it raises higher than the threshold, it gets "broken" etc.
different visual and voxel object for different tile health level;
Forgive me if I'm wrong, but it already supports this? According to the
UFOpaedia, UFO floors for one have a damaged and a destroyed state.
unit/tile/object weight -> metatile breaking and collapsing;
Do you mean like shooting all the walls out and watching the roof fall? If so, that could be quite easily accomplished by scanning each floor tile above ground floor where there is no "supporting" wall within [n] tile radius. These can assume to be unsupported/damaged and dropped down to the floor below. It might be a bit harder to add the animations, but don't see why it wouldn't be possible
stackable tiles (tiles over tiles - after collapsing);
Okay, this is a fair comment. However, why would you? If your upper floor fell down into the lower floor, you could assume whatever was on the lower floor previously got smashed to pieces.
FOV and walking paths calculated using voxel representation;
You already have the LOFTemp data - which if I remember correctly is a voxel based system for the world when doing the shooting calcs etc.
different damage types (including damage from collapse and fire);
Well, there's already Armour piecing, High Explosive, Stun, and Incendiary. Combining the "Damage Sustained" (previously mentioned), and the collapsing floor (also previously mentioned), you could keep adding damage to floors on fire etc.
unit stat penalties/bonuses caused by tiles unit standing on and interacting with;
Again, you could add a field to the Tiles class called "Unit Stat Modifier" which list which stats get modified and by how much. I'm not sure if UFO:EU did this already, but TFTD certain did (did you ever walk through the coral? TUs get wasted, not dissimilar)
diversified unit stats and body health, causing bonuses or penalties.
Why not? Whenever you use the medikit, you can see where fatal wounds are, so the engine already knows where units get shot. Expand this functionality to keep track of non-fatal wounds, and apply to walking (for legs), stamina (body/legs), strength (body/arms), and accuracy (for arms/head)
I'm not saying you could implement all of these super easy or quickly; but from what I've looked at the code, I certainly don't see anything that's not implementable, and don't require massive amounts of time to rewrite.