A Slightly Less Random Random Number Generator
Let me preface this by saying that I am aware that coh wouldn't be the awesome and exciting game that it is if it weren't for the random number generator [RNG]. Let it also be clear that I definitely don't want to see it omitted, as it's what gives coh its charm and makes it both cinematic and realistic in comparison to a classic RTS, i.e. SC2. However, I'd like to see the RNG implemented into coh2 in a manner that is both random and yet still very predictable. Let me state what I mean with an example: A Sherman with 5% health gets fired upon by a pak at maximum range, the possible outcomes are: destruction, engine damage, engine totaling, broken treads or destroyed gun. Whilst all these criticals [crits] aren't completely random in that they only happen at very low health, the outcome is very deciding, since a destroyed engine or broken threads will result in a lost Sherman, whereas a broken gun or damaged engine will allow the Sherman to narrowly escape harms way. The loss of a 420mp and 90 fuel investment is very likely to cost you dearly, in which case you shouldn't be punished for being unlucky but rather for making a strategical mistake. My proposal as a possible cure is to implement vehicle crits in a way that causes them to occur based on where the tank was hit. For example, rear shots should cause engine crits, frontal shots main gun crits, and side shots thread crits. The probability of receiving the respective crit should then be determined by vehicle health, range and the RNG. Also, terminal crits, such as destroyed engine, shouldn't be allowed to be overlapped by others. How annoying is it to see a sherman get a damaged engine, a destroyed engine, and destroyed threads all at 5% health?
Likewise, infantry should also take damage in a predictable way. I'm pretty sure coh1 already has a system implemented where infantry at longer range is more likely to take heavy damage than die, which is rather intuitive since long range shots are less likely to hit lethal targets. Despite this I still think it's implementation could be more concrete than it is in coh1. The fact that it's still not obvious to me whether long range shots are less likely to be lethal speaks for itself (don't quote this to troll me ).
In conclusion, I'd like to state that I by no means want the RNG to be scraped, and luckily it does seem that Relic agrees with me on that. Furthermore, the examples I provided serve purely to explain my notion. They are very rudimentary in design and the RNG changes shouldn't be limited to them. All-in-all, I'd like to see the RNG become a more clearly-cut element of coh2, as it would allow the game to become fairer and thereby help lay a more solid foundation for coh2's prospect of becoming a proper e-sport.