Basically, I'd like the classes of damage (i.e. ENERGY, KINETIC, etc.) to become shorthand flags, that if left null, can be substituted for completely different values, expressed as a float or percentile and modifiable via MutableValues.
Examples of use:
1. Pure shield-killer weapons. EMP doesn't seem to work as a substitute when tested, without all sorts of undesirable knock-on effects.
2. Weapons whose hull or Flux damage changes over time. For example, a weapon that needs to "heat up" before it reaches maximum efficiency, trading time / ammo / flux for best performance.
3. Once we have more control over ship behaviors, we can tie System use to complex effects, for example, "draining the power" from ENERGY type weapons and lowering their Flux costs and performance while boosting a specific weapon (if installed). This would go very well with the "hull-specific weapons" idea proposed, in terms of allowing for super-ships with terrible weaknesses.
It'd also be cool if we could switch a given weapon's Proj to visually reflect the changes wrought by code