I'm pretty sure bomb blast damage is someting we are all looking forward to have in AH. But currently, I have a strong feeling that how the bomb blast would effect buildings and runways isn't exactly figured out yet - there are obvioulsy some difficulties even I can perceive.
So, then, how about implementing the bomb blast effects one step at a time, starting with the GVs?
Now, I saw this very very inspiring scene from AH. I was guarding a town in my Panzer, and there was a hill very close nearby. An enemy GV spawn point was just above the hill, and I got the chance to observe this rookie GV driver overspeed and tumble down the hill again and again.
I must admit the physical behavior of the GV when it overspeeds and tumbles over, is one of the most convincing scenes I have ever seen. Not even in most sophisticated racing games have I seen that kind of spectacular GV crash
Seeing how the GVs are modelled to react when it meets a physical force, loses balance and tips over and go tumbling, I seemed to figure "heck, if they can do that while rolling downhill, there would be no reason they can't do that when a bomb drops very close to the proximity of a GV".
Is there any chance bomb effectiveness against GVs could be increased by modelling concussion force from bombs? This does not necessarily mean all bombs should be that way against all targets. Just figured it would be something interesting characteristic implemented to GVs, and if it is successful, well, perhaps the rest of the 'bomb blast radius' concept could evolve from there.

If they can model the drastic shift of balance caused by overspeed, couldn't they use same the mechanism which triggers the 'tumble' to depict near-hit bomb drops which would tip the GV over? A light GV might be blown away and tumble, and a heavier one might get no damage if lucky, but the driver would still experience this cool "shake" inside the GV.
It would add a lot to immersion
