I'm sitting in my plane on a runway and three shells from a CV land 200 feet to my left. In real life, not only would my plane be destroyed, but I can asure you 1/4 of the base would suffer damage. In real life, three shells from a 16" gun could take out a city block. Instead in Aces High, it might take out a AAA gun. There is no modelled blast radius damage from bombs or shells.
Same goes for Iron bombs. Most 500-1000lb bombs could cause a whole lot of hurt. However most 1000lb bombs cause little residual damage to other items outside 20-50 feet. Drop a 500lb bomb next to a tank, it keeps on trucking, but in real life, 99.99% of the time it would knock them over like a dinky.
Being x-military, I know what kind of damage shelling can do. It's not from the main shell, but the dirt and crap it throws out hundreds of miles an hour. A 5lb rock from blast debris travelling at 200mph can penetrate 5" of steel. I've experienced personally concussions from a small enemy motar shell landing 100 feet away.
Blast radius of most items is not really modelled. Pyro/HT - I'm not asking to change the way bombs work by making them more lethal, but it seems that the blast radius is way too small.
But the question is, how hard is it to model blast radius damage? I know in most games, a percentage would apply depending how far out items are from the blast. Is this something that can be coded into the product with ease, or is it a bandwidth hog? I know you guys are planning to introduce towable arty, but could this be incorporated into a future release?
