First of all, I guess many ppl will be against this but I’ll suggest it anyway.
Second of all, I have no idea if this is even doable with this game engine.
Some tanks would have a “Bad armor quality” trait that would give them a 30% chance to have -20% armor thickness when armor check happens (each time when shell hits).
(Numbers are made up and should be changed.)
This could be used for example to allow early T-34 to face long barrel 38mm guns as they would have a chance to frontally pen it.
Or to make king tiger be a bit easier for allies to destroy.
I thought about RNG instead of a reliable flat modifier as it may also create interesting scenarios where tank A is affraid to engage because it might get pened and tank B is affraid to engage because it might not pen.
Reminder.
I don’t know if this is a good idea. I don’t know if this is even possible. But I suggest it anyway.
If this would be a feature I believe the RNG should determine the armor upon spawn. It would be fixed “normal” or “weaker” and not from shell to shell, if you know what I mean.
Why not tho? Tanks known to have great armor quality would have no penetration chance range while tanks that were known to have poor quality would get a negative multiplier range.
5% - 15% reduced armor isn’t much, yet enough to make this work.
I like the idea, it helps to reflect the logistical and strategic issues affecting battles. Soviet tanks should also be randomly missing parts and features that they skipped installing in the factory.
Sadly, I did not get to experience it myself. Coming from slower paced games like red orchestra, where your simple rifleman visibly struggled to reload a rifle clip (animation was really nice, was a nice touch to picture it as difficult), I would enjoy such mechanic.
Would force ppl to think a bit more before zerging.
Could also be implemented for semi auto weaponry.
For customs at the very least… They promised more customs options a while back, didn’t they?