View Single Post
  #2  
Old 11-06-2013, 12:40 PM
majorfailure majorfailure is offline
Approved Member
 
Join Date: Jan 2013
Posts: 320
Default

Quote:
Originally Posted by Pursuivant View Post
The simple solution would be to just double or triple "panzer ratings" for those vehicles against aircraft guns.
I think that would be unfair and lead to bogus results like unkillable light tanks or APCs...
Quote:
Originally Posted by Pursuivant View Post
A better solution that would require a whole lot more work would be to provide hard targets such as ships and tanks with a "damage resistance" or "hardness" rating, where unless energy from a shot exceeded a certain threshold, there's no penetration.
I think that is what the game does? Even if it is just a simple comparison if the kinetic energy of a round is enought to penetrate the armor.
Quote:
Originally Posted by Pursuivant View Post
After that, you'd have some sort of "hit point" mechanism for generalized damage, with either more detailed modeling for "critical hits" to engine, drivetrain, ammo or crew, or just a fixed percentage chance for a critical hit of some sort.
A complex damage model would need lots of work, I'd think -and may not even be worth the effort. A hit point model would be okay, but it would have the disadvantage to completely elliminate the chance for a catastrophic hit. If it is doable, I'd like to have a random chance model. This could be weapons based, and applied to tank vs. tank, too. Just as an example -numbers are guesswork and would need adjustment:
A .50 cal round that penetrates has a 0.05 chance to completly obliterate the target, and additional 0.2 chance to do significant damage(target stops moving/shooting/both). The other 0.75 chance it would do nothing of significance.
A 75mm projectile that penetrates then could destroy the target in 0.75 cases, do significant damage in 0.2 cases and do nothing in 0.05 cases.

This adresses the every penetrating hit a kill issue and allows damaged vehicles. Disadvantage is that there is no differenciation between shots that barely penetrate and those that do easily if both projectiles are fired by the same weapon. Solution would be to base random chance tables on remaining energy after penetration.
Reply With Quote