Yep you can do arbitrary logic to decide how a unit is damaged and when it dies. This stuff is all fine.Units will have three layers of health etc...
Our main concern with things like planets and solar systems is what scale do you want the game to be on? The core of this question is are your planets and stars on a completly different scale? That takes a bit of work.As for planets
Basically it is far easier to make planets and solar systems all active on the map at once, as in the entire game is played out within an area. Maps can be pretty big and units can be pretty small so going for an epic scale with large distances between solar systems shouldn't be too hard.
Multiple weapons (I think it is 32 now, would need to check) can all have arbitrary target priorities, target restrictions and fire arcs. They are separate weapons although unless you do anything special with the UI a force attack order would cause all the weapons that are allowed to attack the target to attack the target.As for multiple weapons,
I think for your hardpoints you would need to create mini units and stick them onto your base unit with lua move control. It will take a bit of nifty designing to fiddle the hitspheres around such that the hardpoints are easy to manually attack.hardpoints
(zwsg shouldn't you use UnitPreDamaged
