So this thread is not about modern tanks, but the architecture FH2 uses for tanks... Here d'ya like my title, huh? :-)
Ok, big suggestion!
Tank damage system alteration - Simply put, take the current tank damage system as the imperical value and multiply it exponentially so that we can have finer damage.
I want tanks to engine-die at 0% health, main canon die below 0%, slow to a crawl at really low health, and only explode at like -50%, with successive losses to health lower than 0% (Will happen automatically from 0%) to cause damage to the health of those inside till they are dead. And this will happen well before -50% - However, balanced well, a massive shot say, from a 76mm or greater on a Panzer II or Stuart at the weakest location might take the tank all the way to -50% in a hit - And the driver will, literally, not know what hit him.
Why this you may ask?
Because, tank combat sucks! Its arcade, unchallenging and one-dimentional. We have a beautiful engine that allows combined armed combat, and we have only focused on infantry combat, and little else. And when we get to the Eastern front, you'd see the pain of this lack
Also,
If you can get over tank bailers, which would actually be fun if you see it as 'whack-a-mole' for the tank that killed their vehicle, then you may find it double the fun.
Its more realistic, it allows tankers to change their focus from getting the first shot in, to getting that killing shot, and allows them to be evil to a tank that is clearly out of action by taking that Collogn-Panther extra shot to completely knock it out
And yes, a hit from a bigger tank on a small tank should not be an instant kaboom every time
AND with this balance, we have a special place for mines. It may stop a tank dead in its tracks, allowing it to only fire on the spot, OR it may slow it down to a crawl
HOW?
We NEED to work out the kinks for mobility kill... that's really the key here - Once that's done, that can be expanded to work for main canon-damage and tank rider death
Also, it really works best, if you make use of auxillary architectures like arrow keys for tank turret and Battlegroup frontline tank motion. WHY, because it all adds to the challenges of tank combat.
Imagine, A KT is pwning on the battlefield, standing stationary at the railroad and blasting away everything. A Firefly shows up, and the KT starts to back up. It starts off slowly according to BGF engine, and picks up speed, the human player anxious that he's not moving fast enough. The Firefly player using the keypad takes aim at what is essentially a mobile target and fires. First shot misses, throwing up a plume of dust next to the KT, then he compensates for its motion firing behind it and KABOOM - KT out!
Now that isn't half as fun with mouse-motion and current tank motion because, well, that KT and Firefly are essentially in an outdraw. Fastest mouse-shooter wins. Forget tank speed, that counts for shit
the end