Sure... but the system I propose and having the health bar aren't mutually exclusive.. here's mine in summery:
1/ Above a certain health, tanks heal themselves to represent internal fixing
2/ Below a certain damage-level, they don't - smoke represented on tank
3/ Below another threshold, they bleed slowly and require a fix - tanks gives hot fla..erm, red glows to the perspective of the driver and sparks on the external side of the tank
4/ At 2-percent health, you have just enough time to bail since tank may explode at any time... It may last 5 secs or 5 minutes as at this point, it begins to lose health rapidly.... flame on tank shows this
I forget the finer details, but its in the past pages of this thread... at leasy worth considering the implication to tank-warfare - No health is just an additional idea, and if you notice, there ARE indicators