yes, but mine wouldn't be random either, and I do admit it would me harder to implament. I'm just suggesting a more realistic option. What happens when you shoot up an alreay shot up wing? each bullet causes more problems then one hitting an undamaged wing. Your tearing off MORE of the already lacking flight surfaces which means that it hurts you more then a bullet would if your in a fresh plane.
The key here is to balance realism with playability and keeping things simple enough for to be done without enormous expenditures of processing power. Yeah, it would be great if airfoil surface damage responded EXACTLY as it would in real life, but that would be unfeasible. I also don't expect it to ever be quite to the level that Il-2's is, because while Il-2 has the benefit of only rendering for only one to a handful of players at a time, Aces High needs to track this information for hundreds of players at once over a network connection. The simpler the equation is the better.
The other problem with % effect increasing exponentially as % damage does, rather than effect increasing with damage linearly, is that eventually you'll reach a point where % effect will exceed 100%. For example, if you start at 1% damage = .25% effect, and double the effect with each % point of damage, You'll reach 128% effect at only 10% damage.
A MUCH better way to do it would be this:
Rather than having effect increase exponentially with the amount of damage inflicted, have DAMAGE increase exponentially with the number of hits. Say, a .50cal round causes 1pt of damage baseline. You fire 100 .50cal rounds at a target, and all 100 hit. Rather than each round causing 1pt of damage for a successful hit, as the part takes fire the amount of points of damage inflicted by the round increases to reflect the weakening of the part. This will also account for other factors such as range, hit pattern, etc. (so if you hit the target in a five foot zone on the wing at long range it may only cause 4% damage if the wing is undamaged. However if you make the same shot while the wing is damaged above a given level, a hit under those same conditions may cause 25% damage instead).
That way, % effect can never exceed % damage, while at the same time, weakened structures will be more susceptible to continued punishment.