Oh, the damage calculation is the same as the damage in Mintoris Space. If anyone has a good idea about how we might calculate the damage or a way to generalize the damage formula. Perhaps AD&D style.
n * d(sides) + k
damage = roll(n, sides) + k
Current damage formula.
damage = mass * ave_velocity_colliding_objects * 0.0001f + 1
Which brings me to the next thing: Sprite Mass
Right now the default mass is sprite width * height which makes it proportional to the size of the sprite, but is hardly a proper unit of mass.
You do have the GenSetSpriteMass command and you can set the mass to kilograms if you like, but that damage formula will drive the hitpoints very high.
Any thoughts would help.