It is not a good idea, the concept of incremental damage is fine, but I have come to learn that people hate and complain about any form of randomization. As an example of what I speak of, look at pilot wounds. They simple randomize the amount of time it takes to die. And you see many complaints. Take a look at flack complaints.
When ever something can be done with out a randomize people will understand the limits better, and hence learn the edges. With randomization you can not ever learn the edge and hence it removes a lot of the fun.
Also there already is a very large pseudo randomization simple in the way guns work, ranges and where bullets hit already make for a very unpredictable out come. And when some one has you close in and shoots, the randomize will not effect anything, you will still be dead in a few seconds.
HiTech
I can understand why it would be that way in terms of randomization, and that makes sense. As you said, in some cases the outcome seems fairly unpredictable as is. However, you're still open to the concept of incremental damage? Thanks for respondin. =)
FlipperK: Oddly enough, I've never played WWII online. Had considered it a few times, but I have a strict "do not play any pay per month games". *cough**cough*.... ahem....
Jayhawk: You make a very valid point. ROI (return on investment). The time it would take to implement gradual damage (removing randomization from the equation per Hitech's response) vs. the amount of "draw" is definitely a tricky point. Sure, you can put on a bullet point "revamped damage model", but it likely wouldn't be as noticable in terms of attempting to gain customers as something like revamping the fire/smoke system or adding more terrain/aircraft. The question then becomes, is this something good for the game beyond strictly numbers? i.e. What are the gameplay impacts? Personally, I would like the challenge of trying to fly home with unbalanced lift vectors on the aircraft due to damage. I could also see things like machine guns being more effective due to every shot making some sort of impact, instead of "the last one", and it could make bombers a real bear trying to bomb with moderate damage to the wings. However, my personal preference doesn't matter, is this a good thing for gameplay or bad? Would it force some aircraft to break off a fight to try and survive, or push the fight further knowing that his target can only get easier to hit? Likely it'd decrease timidness of some people to fire their guns, but what would it do to/for people that are big on the HO merge?
moot: It's all just a bunch of numbers. It can't be THAT hard.

It would likely be very difficult though, as we're not just talking about the air surfaces. Engine oil could be damaged to 50%, which would require calculations for oil pressure vs temperature vs throttle response. Same with things like engine damage... calculations of less power (which I suppose technically are already there as an engine at 90% efficiency would basically run like 90% throttle usage).
Does anyone think incremental damage would be a BAD move?
--Edit : Thought of an argument against this... Like an FPS game. Almost no FPS game have an "incremental" damage system. Why? When in a fight you want to concentrate on shooting the other guy and dodging them. This type of damage would make it tougher for the defender to defend, as every little "chip", "nick" and "ding" would lower your manueverability and escape possibilities, which REALLY stinks for people with poor SA like me.
