I think a good idea would be to have projectiles decay in life. They can last forever, except that they lose 1HP every second or so. This will solve my problems for modifying a projectiles duration time on the battlefield. When you improve a projectiles life, you are increasing its time on the battlefield as well as how many hits it can take.
Stats-For Projectiles
Most likely you will have a building that represent the weapon of one of your 3 units. Here you can upgrade....
Projectile Speed (Will be more difficult to dodge.)
Projectile Hit-Points (Enemies will not beable to take down your projectiles as easily, they will chase for longer.)
Projectile Damage (Less hits required to defeat enemy.)
Projectile Range (Can attack from further away, but missiles are not as effective from further away so Projectile Speed and Projectile Hit-Points may need to be increased.)
Projectile Reload Speed (More missiles.)
To accomplish a system where players will be able to fully customize their weapons, each Stat must have 6 levels or so, and keep track of itself.
Weapon Upgrades can control Weapon Cooldown rates, Weapon Vitals Life, Effects, Minimum Range, Period, Range, Reload Duration.
Unit Upgrades can control a weapon unit's Life, radius, acceleration, MOVER(But can only change the mover), Speed, and a lot more.
I know damage can be upgraded. I have found Weapons and their damage under Effect upgrades. I have also yet to create more Effects.
Your Unit's Stats are:
Life (How many hit's you can handle.)
Movement Speed (Dodge missiles easier.)
Upgrades will work for this too. Perhaps These 2 will be on the unit.
To determine the models and visual effects of missiles and units:
Your highest stat will determine how big you are and how you look.
A lvl 3 stat trigger will look to see if a lvl 3 trigger has already fired for that player. If not, and a player is getting speed 3 for his unit, the model will change to the speed 3 model. When that player increases one of his other stats to 4, the model 4 trigger for that stat will go off and change the unit once again.
This should make it easier for players to know their enemies highest stats and doesn't hurt...to my knowledge.
So upgrades have saved the day. Otherwise making unique units would be very difficult.
But what about choosing the personality of your projectiles?
Should it be at the start? Should it be changeable? For now I think it should be one of the very first things you choose, once.
Guided 1: Starts fast, then slows down over time.
Guided 2: Starts slow then speeds up.
Ballistic: Fires straight at the target with a high speed but is dodgeable.
Intelligent Ballistic: Not as fast as Ballistic, fires straight at the target stops, then fires straight at the target again, etc.
There are also ways to have projectiles act like mines. I also believe there is a way to make it so that when the enemy gets closer, the mines accelerate. I had done it once before by accident.
Oh god... I just learned there are more. Many many more! Shooting out the sides and homing in, shooting into the sky and coming back down...zig zagging and spiraling. So now I will take a little time to experiment.
Edit: New Weapons ConceptsReload speed: Overall damage up. Overall hits up. Can attack units/missiles faster. Faster first hit. More missiles for enemy to destroy. Spreading the attack out into smaller attacks.
Damage and HP linked?
Range: do different things. Some attacks are better closer range...and get weaker as they leave the unit. Some get better as they leave the unit. Linked to all missiles. Close range Faster missiles will not disapear, and can use the extra range. For example, the missiles gets so close, but then its lifetime is over. Overall damage up.
Speed will help both types tremendously.
Missiles that speed up stay at their maximum speed longer. Acceleration always stays the same. Sight is up.
Weapons: ballistic-fastest no guidance. Homing-slow start. Homing faster-slow end. Double Ballistic, slower thank ballistic, but missiles shoot at target twice. Highly editable with acceleration.
Edit starting speed(Max speed of slow down) or (Lowest speed of speed up). Or ending speed(Max Speed of speed up)or (Lowest speed of slow down).
Speed: Dodging, but also how well you can get from one range to another.
Upgrades for weapons. Connected upgrades become visable with different weapons. Example
5 different style weapons.
3 Upgrades for each weapon with 5 levels.
15X5=75 different upgrades = 75 weapons.
one weapon has 3 upgrades, each can level up 5 times. But the weapon depends on the upgrades of all 3 upgrades.
Unit has weapon 132.
If Unit has upgrade 1 lvl 2, give SupaBlasta weapon to unit
or
If Unit has upgrade 2 lvl 4, give PowaBall weapon to unit
or
If Unit has upgrade 3 lvl 3, give RocketSplitter to unit
Unit has SupaBlasta 232
If unit has upgrade 1 lvl 3, give sdfsgsg t u
if unit has upgrade 2 lvl 4, give sdfsdfs t u.
if unit has upgrade 3 lvl 3, give sfsdfsdf to unit.
...remove weapon, add weapon.
You only have to make one trigger for each weapon. I hope this works, it should.
starting weapon -
Or use units...create up to 5 units of one type for player for one stat...like 5 for projectile speed, etc.
Then enemies must strategically attack one of your upgrades and end it.
Upgrades and HP, two things you need to survive.