Originally posted by lazs2
Shouldn't a close hit with even a 250 lb bomb or rocket turn a tank over? Or is that another "realism will spoil the gv game" issue...
Turn it over? No. Break a track or roadwheel? Maybe.
Which brings up another point that gets buried in the noise -- tank crews carried all the tools and the hardware -- extra track links (and on the PzKpfw IV chassis there was a rack to hold a pair of spare road wheels) -- to repair a broken track, which was a fairly common occurrence. Halftracks generally carried spare track links and a spare tire, and the M8 had a mount for a spare tire. It should be possible for a GV that's been tracked to repair itself, given time.
Perhaps some mechanism that creates an 'extra' crew position when you lose a track/tire that is outside the tank, and
X minutes spent in that position lets you repair a damaged track/tire (duration dependent on the repair -- clearly, it's easier to change a tire than repair a track). Of course, if you jump back to one of the gun positions while you're repairing the damage, the repair time resets and you have to start over.
It wouldn't make much difference in MA play -- I'd expect that most people would just unass the tank, take the ditch/capture, and spawn a new one (well, except for the Tiger drivers, but that's what you get for remote-spawning perk vehicles), but it would add to the realism for scenarios to allow people to repair some combat damage without requiring a drop of vehicle supplies.