RO2s interior for tanks is good and ironically, by allowing you to look into the open spaces inside, you feel more isolated; obviously graphics wise cryengine 3 looks better, but for actual tanking; throw the RO2 template away as it's nonsense. Look more at the importance of angling armour seen in RO1 and some of the damage factors of Darkest Hour (which is a free mod to RO1).
Now those games both allow things like de-tracking and destruction of the lighter armoured engine compartments and if it can be achieved on an engine like those on games 6-7 years old then I'm positive it can be replicated here.
At the end of the day, if you're going to have armour and the game is going to be realistic (which it may as well because it's a looker, so a looker+ personality= epic win) you need yo have values like this built in. It is the kind of characteristic which will make that guy in the Jagdpanther more nervous when traversing ground, in the knowledge that someone could be lurking in the low riding and nimble Cromwell; because one of those HE (or even AP) rounds from that QF75 coming into contact is going to equal "bye bye" to a wheel or break the tracks etc and an assault gun that cannot pirouette is a combat ineffective platform and will present itself as an easy target for a Firefly, Comet, PIAT team or just some guy with a satchel full of explosives. Of course tanks such as Tigers will not be as vulnerable as their turret can still traverse and therefore whilst they are stationary and easily outflanked, they will be able to track targets...but even so they will not be combat effective as anyone with a pinch of common sense will see a way around them. Of course if their engine has been killed then they are saying bye bye to powering their turret as it had hydraulic powering so engine off meant hand cranking. Now the Tigers turret took just over 60secs (compare that with about 14 seconds for Chally 2) to turn 1 revolution when powered, it was much slower when handcranked and therefore unless you're driving head on, in open ground right at them, they won't be able to track you and therefore they won't stand a chance. What this does is balances it out slightly, which makes games such as Darkest Hour (and to a lesser extent RO1 and even less again RO2) alot more fun/ interesting/ exciting. I often take a Crommie to do forward Recce on DH and spend alot of my time stalking heavies and disabling them, on some maps they have the Mk1 Cromwell which had the 57mm 6Pndr gun and therefore it is possible to actually kill some heavies from the rear and sides (and from the front with Panthers that are reasonably close) Of course with Panthers, it's not such a massive issue as despite their heavy frontal armour (thicker than Tiger's due to angle) their side and rear armour was fairly easily defeated by even the 75mm at moderate ranges. Another feature that DH includes that this game should have is damagable turret rings and individual areas within a tank. What these do respectively is allow you to jam turrets by hitting a sweet spot, a very handy (but lucky) shot to make against German heavies (in particular the Tiger 1) and the individual zones mean that rather than a tank always going up in flames on a healthbar system, you can have a penetration with no detonation, if the round passes through the front you can kill a driver or front mg or both, or a gunner/ commander etc, this just adds to realism and makes it less generic.
2 things that DH doesn't have which would be cool for this game is 1) Cherries, the red hot circles that formed around holes formed by AP rounds penetrating a tanks armour and 2) other crew members. Before I suggested it like DH which means if you lone wolf then it is you and 2 empty slots (1 in some vehicles like the firefly and assault guns due to a lack of bow mg and commander and gunner being the same position) I think, given Moody's reference to RO2, that is actually a better way of doing it. It makes it slightly more functional but still, some humans with voice comms would have the advantage, so it'd still be pushing the envelope for team play, which should certainly be concentrated on when we're looking at a REALISM game as opposed to an ARCADE game.
*edit* going back to the RO2 style crewing, the other thing is the changing of positions, when all crew are alive then it's a quick change between the postions, but if you're changing into a station where the crewman is dead then you actually have to climb through the tank (it's an animation and you don't control it) this is well worth putting in as the split second changes into empty positions on RO1 and DH doesn't feel realistic. RO2 got it right with that
Anyway, that's my 2 cents, good to see healthy debate going on in the forum, as always its a pleasure to come, discuss and suggest!
Cheers,
Ollie