Hi all
IMHO one of the things that are not right is the fact, that just penetrating the PzIV with 76mm APBC-HE, without hitting the ammo boxes, has a
very low chance of neutralising him. OK, he's little damaged, maybe some crewman is dead, but he can just return his fire in a second and kill you.
In reality, the PzIV crew after the AP-HE penetration would be - on average - partially dead, partially wounded, partially just trying to get the hell out of this stell coffin. The inside would be filled with smoke or even some fire.
There would be a high chance of the tank being either inoperable (some equipement broken, like electric shortcuts or the engine out), or just the crew being be too wounded / too shocked / too panicked to stay and just continue the fight. Usually they would be just evacuating the tank.
Also, there should be some chance for tank explosion, and some greater chance of tank be set on fire, even if the shell didn't hit any hitboxes. Even if the shell didn't hit them, then just some hot splinter thrown by burster explosion could hit the ammo or pierce a fuel tank....
No crew would stay in the tank, if it was penetrated AND there is fight going on AND there is a fire in crew compartment. Historically in 95% of cases they evacuated as quickly as they could before the ammo coocks off.
Then IF for some time the ammo didn't coocked, enemy was not shooting, and the fire was minor, SOMETIMES they even managed to get back, and put out the fire

.
Now - so what to do in RO2 when the crew don't value their lifes or fear the painfull death, and in fact they even can't evacuate even if they wanted too ?
If the overal shell damage was just increased, and the tanks were made to just mostly explode after 1th or 2nd penetration, it would also not feel "right".
We can't force the crew out, we can't "motivate" the human player to get out from damaged tank - in most cases he would fight to the end even if he could exit. Better die and spawn home than survive and get home on foot

.
Or maybe we can ?
Is there a tank fire implemented currently ? With a danger of imminent explosion ? Even if it was, the human player can't get out anyway.
Few ideas in my mind - any comments welcomed:
Maybe change the way the tank "scuttling" (K key) works ?
If the tank is heavily damaged or on fire (that would mean danger of explosion in 3-20 seconds) the player could just hit the "K" key and be.... teleported to the spawn with decreased wait-time.
The "scuttled" tank
WOULD NOT EXPLODE(!) - it would stay where it was, empty, burning or damaged, so the other (shooting) player would NOT know if his enemy "escaped" the tank or not - he would just have to "finish" the burning tank with more shots, to be sure, or wait 10-20 seconds till it explodes from ammo fire.
If a player had time to escape with "K" but didn't do it, then it would have increased wait time. That would be a motivation for me, what you think ?
I would also add
some chance for tank explosion even without the ammo being hit - if the shell was AP-HE type. Well, most of penetrations of T-34 from Panzers resulted in an explosion or at least a fire. Can't seen that in game.
Have no historical data for the other case, but I'm also sure that most penetrations of 50mm armoured PzIVs by T-34's guns resulted in tanks being knocked-out at once, some burned, even though the crew survive rate was overall higher.
Next thing - maybe
some "shock" effects for the crew of penetrated vehicle ? Some dark-screens, ear-ringing, blur, colourless-blurred.... ? For few seconds ? The time could be somewhat random.
That would make at least SOME advantage for the player that managed to get the first succesfull penetration. There would be higher chance, that he manages to reload and finish the damaged vehicle, before his crew is able to react.
Another idea - maybe
make the "computer" crewmembers to "bail-out" after penetrations in situations when real world crew would bail ?
So after most of penetrations resulting in 1). AP-HE explosion (the shock and smoke of the explosion) or 2). some crew members dead or 3). more than 1 wounded - or something like that ? And a little randomised ?
Computer crew would "escape" the tank, and then the human player could stay in the empty the tank and try to fight alone - and get a Hero of Soviet Union - posthumously

. With longer-waiting-for-new-tank penalty.
Or he would "escape" with the "K" key and get a new tank quickly....
The computer crew could "bail out" and spawn as soldiers at the hatches, but as this is impossible currently - so they could be made to just leave their stations empty (some code modification) and the game could "play" to player some "get away ! save your life" "it will blow up!" crew shouts...

.
If the human player could be made to escape by just spawning at the hatch, it could be made that he would just
have to survive for 20 15-20 seconds (and be not killed by enemy tank or the infantry) and if he managed that, he would be
teleported to the spawn with new tank waiting for him (or decreased waiting time).
I remember that in RO1 sometimes I prefereed to die in a tank, than to escape tank fire and return on foot on large maps. But if I had only to survive the escape, and in 15 seconds I would be evacuated to the spawn and get new tank faster than if I died, I woud value my "virtual" life much higher and try to save it, abandoning a tank in hopeless situation.
I believe even if some of those or similar ideas were realised, it would result in more realistic gameplay - improved with things like post-penetration visual "shock" effects for the crew and higher chances of tank being blown up or set on fire, and by the scuttled/abandoned/empty tanks not exploding at once, but left for some time (30sec?) so could be "finished" by the atacking players (not being sure if they are empty or not - imagine those emotions and uncertainity, is he shocked, and will return fire or is it dead / empty?).
That could also make more realistic player behaviour - by motivating them to value more their "virtual" life and try to evacuate the tanks in hopeless situations - to get some benefits in reward
.
Regards!
Ami