A must-have to improve ground combat. Instead of the instant-death from colliding with a collide-able object (trees, buildings, etc), please change the level of damage from collisions to be speed-based, and to have a collision-hardness factor for both objects and the vehicles themselves. As an example, if traveling below 5 mph, a vehicle colliding with an object will simply be brought to a halt; from 5 mph to less than 15 mph, the vehicle is damaged (random engine, turret, track); at 15 mph or above, the GV is destroyed. This might be modified by the “toughness” of the vehicle. Also, colliding with the object might damage the object, based on the “collision-hardness” of the objects. Thus, a Tiger could have a low-speed collision with a small building and demolish the building without damage to the Tiger. An M-8 could hit the same building and possibly kill or disable the M-8 without harming the building.
The exception would be trees, as they are not usually destroyable in a terrain. In that case, the collision toughness would be infinite, but damage to the colliding GV would still be dependent on GV speed.
Visibility being what it was (awful for a buttoned up tank), tank drivers often use the “drive-by-brail” method to edge up to cover, easing forward until they bumped the object they were tying to get close to.
Oh yeah, and I must include my usual plug for dust trails for moving vehicles. A light-brown dust trail similar to the oil/fuel/coolant leak plumes on planes would be great. Stop the tank, and the plume goes away. The faster you move, the longer the plume. Please? Pretty-please?