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I specifically wanna address the bolter thing you brought up. As with anything in 40k, the behaviour of bolters varies from author to author. For example, in Space Marine it's more akin to a heavy rifle of sorts, while there's still the illusion of the bolts exploding on impact. Are storm bolters done properly in Deathwing? Not really IMO. I would have preferred if they had given them the rapid fire they have in Space Marine. The MK-2 variant is a bit better in this regard, although the design is very obviously that of a combi-bolter, which is kinda inferior to a storm bolter. Oh well.
P.S. FYI, terminators don't carry side arms or two handed weapons. They either go full melee (lightning claws, shield/melee weapon combo) or they have a ranged weapon in one hand and a melee weapon in the other.
As far as the lore friendly stuff goes. Like you said its a game, not every author does it all the same. In Space Marine you could have like 4 weapons, and they just magically vanished no mag locked required when switched. So whatever, the game is in the lore enough as far as I'm concerned.
This one is finished and will stay as it is.
Mods are a given in almost any non competitive game unless they are being used to cheat excessively.
On top of this of the points listed of which I am going through OP's suggestions:
1. Yes this should be reasonably simple to do since it has been done in other games unless there is dedicated coding to prevent this.
2. This would require a new game, however who says the chaos marines have to be directly in the mission actively working against you? Why not be the chaos marine?
3. This would likely need a complete rework of some of the code to allow this to work and so far I've gotten along fine.
4. You have suggestions?
5. No, this is one of precious few games where cosmetics are exactly that. Cosmetics. You're in terminator armor as is you don't really need anything extra.
6. It depends entirely on what ammo you are using: I'm coming directly from the wiki on this but standard bolts do indeed explode in impact, however there is an ammunition designed just for the tyranids: Hellfire rounds, which are basically acid rounds. So Im assuming the second our boys confirmed tyranid presence they probably grabbed the most effective ammo
Replacing old Maps with new costum Maps should be possible.
New Weapons and Abilitys can be done with Blueprint Mods.
Skins are Skins and its only Texture for the Models.
Replacing Texture should be easy.
We have some Sound and Audio Mods now and in the Future we will do more.