1. and 2. are both collision model issues. The issues are such that there are no collisions between moving ground objects and the collisions with fixed ground objects are "interesting".
Don't drive into trees.
I have yet to find an instance IRL where GV's routinely drove through forests knocking down trees.
3. It is like that now. You only see icons through the openings in a barn or trees. Maybe I'm wrong and the icon sticks out sometimes but it has been my experience that you cannot see them through a solid object.
I have managed to hide an M-3 in trees outside of a town once. I couldn't see out of the trees either.
4. Spawns do move around and seem much bigger to me than they used to be. It also seems to be a product of where the enemy is parked inside the spawn area also.
wrongway
I understand these areas may not be cost efficient to deal with right away, but I wonder if (as I stated) anyone had thought to look at it as not a collision model problem, but a "what happens after the collision" problem.
1. Vehicles don't collide so firing while inside of another vehicle could be made to signal a "killshoot" or whatever code used to tell you that you hit an improper target.
2. I don't have to run into a tree to flip, simply hit an invisible bump. Why not make the track come off, still annoying, but more immersive and you are not looking out your perked Tiger, standing on your head and unable to use your turret for defense.
3. Not sure how it was done, but was inside an enclosed barn in a wooded area, and planes continully strafed my tank. Finally a plane dropped a bomb through the roof of the barn and killed me. This is very unlikely, given it was the newer longer covered bridge looking stable, that the bomb could have been placed with that accuracy or strafing through the building unless I was somehow visible from directly above through the roof.
4. Yes, vehicles do not spawn in the same spot all the time and it is much larger than they used to be. My suggestion was (again trying to think out of the box, using things that are already coded in the game) to advance the spawn points or retreat them like the factories move. Start with spawns being reasonably close to the fields / towns. Given some determining trigger, say town constant flashes for more than 10 minutes, the spawn point advances
much closer to town. The defending spawn camp is busted, because the campers' constant camping moves the attackers spawn further back. Kill all the attackers and as soon as town stops flashing it retreats to original placement.