.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPMBT
Notices


 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old December 31st, 2005, 11:40 AM

Zipuli Zipuli is offline
Corporal
 
Join Date: Dec 2005
Location: Finland
Posts: 103
Thanks: 0
Thanked 0 Times in 0 Posts
Zipuli is on a distinguished road
Default Tank damage model

Hello!

Is there going to be a change in the tank damage model in future releases?

I don't mean millimetre accurate armour values with slopes, because it's unrealistic to think that someone would find them all out. And of course it wouldn't make a change in the playability.

I mean make tanks a bit more vulnerable to hits. I don't mean more penetrations, but I mean less ricochets:

There are tons of equipment in the tanks that can be knocked out with even smaller weapons that can affect the tanks fighting ability severely.
For example a Leo 2A4 gets hit by long burst of 30mm AC from say BMP-2. Most likely the Leo will survive and there are no penetrations (except for tracks?), but there is very high propability that some of the optical gadgets get damage. For example the gunners sight EMES might get a beating. Then the smoke launchers get hit, radio antennas get a beating, FJA is shot to peaces, PERI might stop working, few of the prisms (? periscopes ?) might break up etc. -Forcing the Leo to reverse to safety rather than just getting few ricochets and then destroying the BMP.

It would not be too hard to simulate with existing parametres:
Radio hit: radio value goes to 0 - connection to platoon leader might get lost
Sights hit: vision goes to 0 (TI hit) - not able to see through smoke, getting a fix on target might take longer with FERO -> less shots per turn
Vulnerable parts in turret get hit: stabilizer and fire control decrease (shooting to 1000m while moving is like kicking a baby while stab is working, but to do the same thing without stab is extremely hard!!!)
Also spotting ability decreases, AAMG is out, Turret can't turn (this might be hard to model, just like the turning time of turret...), smokes shots decrease, etc. etc.

Also HEAT-rounds are more likely going to explode without penetrating than simply bouncing off. The explosion most likely will knock some systems down even for a small time (stabilizer must be restarted, optics cleaned etc.)... Penalties for 1 turn for example.

This would really make the tank vs. tank or vs. something else-fights very interesting.

Of course the tanks might not get destroyed, but multiple hits will eventually break up something. Most tankers I know agree that if tank gets hit by AT-weapon it's more likely that something gets broken than nothing is affected. Now there are too many ricochets or no-effect hits. Penetrations are not all that kills!

I know that there is the star ***** system already in the engine, but it's not very good, because it only works when penetrations occur, making for example RPG-7 shots ineffective vs. front armour of modern tanks. If the non-penetrating hits could cause some damage **** even it would be better than nothing.

I know some of you will disagree, but in this area SPWAW is better. I don't mean perfect - it's far from that, but better. I always liked the "realism" included in SPMBT, but tank-fights have not improved a bit from times of SP1 and SP2...

Zip
Reply With Quote
 

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:26 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.