Damaged parts need a streamlining rework

As the title suggests, I believe that we need to rework how damaged tank parts work.

It is just bad game design to have an RNG aspect in essentially every aspect of the game, so I want to remove one of those.

It is also really simple.
Remove all the RNG dependent events from damaged parts.
Make it so that a part is either broken or functional, we do not need the “mhm maybe?” option. (Note: I am talking about RNG dependent aspects, not damage dependent stuff that is constant like reduced engine output)

In essence what I want is for a gun (or similar module) to be either broken or functional. No more “Oh you lost the RNG so your barely orange gun now broke and failed to fire the shell, while the dark red breech of the enemy fired a shell and is still somehow intact because you rolled a nat 1 and he a nat 20.”
Instead I propose that the system is changed to something more realistic. A Damage progression system.

What this means is that all modules currently bound by RNG would only be non-functional when broken and functional when not broken, optionally you could add a “not broken but not useable tier” with reduced repair time into that system, but then the second part of my idea would be a bit overkill.

That second part would ensure that damaged parts are now a concern instead of a game of RNG.
Specifically for guns and breeches this would mean that a gun that is “damaged” but not “destroyed” would progress through tiers with each action taken increasing the tier until it breaks. So your orange breech works, but the shot now turned it dark orange, the next red and the one after that turns it into a broken breech. (Keeping the colour coding seems effective as players are used to it and it will work fine)
Each tier would increase the repair time as is the case right now.

This would reduce the RNG factor and make the game more predictable and less frustrating, while also keeping all other current aspects of the system.

I also post this here and not in suggestions as I would first like to hear some opinions and then make a proper suggestion after implementing feedback, or not if people seem opposed to the very idea.

So this is really just meant to be a proper general discussion of the idea as presented above.

4 Likes

What rng are you talking about? Damage isn’t random. It is chaotic, sure, which can make it feel random, but it’s not rng. A critically damaged barrel will always fire one shot before completely breaking. A critically damaged breach will always misfire, breaking it completely. This feels like a skill issue being blamed on “bad rng”

Not always, if you have a red breech sometimes it will “misfire” and you have a shorter “reload” for it, sometimes it will fire,

I suggest that you ignore him

o7

There is no RNG when it comes to damaging parts. There are calculations that are made from the projectile being fired to the point of impact and then the games calculates the amount and angle of the shrapnel.
And damage components do exist in this “either broken or functional” state. A component is always functional unless it is black. Even red ones work, but some of them like the breach, cannon or radiator can get overused and break.

So. This didn’t used to be a thing. Before you if a person with a read breach fired they would just damage their breach completely after firing. But now the exact same thing happens except there is a shell that gets fired out of the breach.

I am not talking about damage to a module I am talking about damaged modules and their behaviour. You fundamentally misunderstand this post

A red breech had the same effect since the beta. They are the following:

  1. fires a shot and breaks
  2. fries a shot and does not break
  3. does not fire a shot and breaks
  4. does not fire a shot and does not break. (what we call a missfire)

This has been the case since at least the open beta. And the same, with different chances can happen to all other stages except for grey(normal undamaged) and yellow.