Aktion T4 -> Armor Tables vs. Armor Quality (6/6/2000 10:39:00 AM)
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All of the tables I have seen relating to armor are specific in the actual thickness and relative thickness based on slope and angle of deflection.
The question here is often times old tankers spoke of vehicles, although heavily armored, were death traps because of poor materials or construction. I remember hearing tales of bolts and rivets being flung about inside tanks as a result of the armor plating taking a full force hit. While deflecting the shot and preventing penetration, the poor materials and design flaws defeated the purpose of some extra-armored vehicles.
Mind you that many types of armor were developed over the course of the war and being completely clueless in the profession of metalurgy, I do know that some stronger armor, although thinner was more effective at providing protection than some other poor quality material that was much thicker.
The game seems to give advantages to guns of the same class and calibre as they improve during the course of the war. Why not do the same for the armor tables as well? Relative thickness is not the end all be all for armor. A mix of quality, design and of course thickness all combine to make a specific type of armor stronger.
I don't think using the actual thickness of armor should always be factored into the equation of determining whether or not a shot penetrates or not.
I guess what I am referring to goes beyond the scope of the game and coding quality variables for armor would be something that would require a huge overhaul of the combat matrix. Who knows.. I've never seen or examined the code for this game but I think it's possible to keep the existing thickness tables and couple them with quality tables to at least come a little closer to simulating armor effectiveness.
Just a thought.....
And I'm not flaming the tables as they are now, I think it is a huge step in the right direction.
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