Its come by me that in the game if a module goes red, it always gets fixed up, but realistically that deosnt always happen. My idea is to add a colour indicating the module is completely destroyed, (but not kicking the red coloured module) and can only be fixed by a repair kit or a chance with a toolbox. This is a small example:
White module: No damage taken, works full capacity and efficiency.
Yellow module: Damaged, still operational, but isnt at full efficiency.
Red module: Disabled, anything can fix it while a crewman has a 10% chance (if a kit isnt used) of returning it to white status instead of yellow, increased with repair skill to 15% chance, and even bigger with toolbox, 20% (15% chance if the crew isnt trained in repairs).
Black module: Completely destroyed, crew man with a toolbox (not withought) has a 3% chance of repairing it to yellow, small repair kit repairs it yellow, (with a 5% chance of putting it to white) and a large repair kit repairs it to white. But a toolbox is likely to take forever, even longer with bigger tanks!
MODULE FAILURE:
Its also come by me that in world war I and II technology wasnt like it is now, and many modules could start to fail on a tank (even if the module wasnt hit by a shell) and that world war I (or earlier modules and tanks) the possibility of failure was even higher. So i think the game should add a chance of module failure, depending on the type, (shown on the module panel in the garage when player decides to change it, he sees the chance of failure) and engines can even catch fire withought being hit (shown with another chance box in the engine panel:
Name: Engine krupp M301
Power: 51 hp
Chance of fire on impact: 35%
Chance of accidental failure: 25%
Chance of accidental fire: 15%)
Obviously the chances change on different modules, the type of the module, or if the crew just have the skills and perks free to them.
Edited by edward99999, Jan 03 2013 - 20:12.









