It strikes me as excessive the way bomb blast has such a far reach. A big bomb on a town/city will take out a considerable number of dwellings to a rather surprising distance. Rather more extensive than really occurred, as far as I can discern. For instance, a V1 or even a V2 would fully collapse buildings only in a surprisingly confined radius. But in the game a similar weight of explosive will decimate an area of radius several times greater. And with area being a squared function, the acreage of destruction becomes massive.
From my perspective, the most egregious result is the huge number of effect particles emitting from the large number of destroyed structures and objects. It causes the annoying drop-out of whole areas of effect generation.
What to do? Obviously, I should lower the occurrence of fire and smoke from damaged objects of certain types. That is, impose a probability factor that will have fire/smoke be emitted for only some fraction of the destroyed objects. Say, 1 out of three. The objects of Body type "Wood" and "Rock" cover a lot of buildings. And my new "Flesh" type is now widely used in my static.ini for humans, animals and a good number of smaller objects like tents and scenery clutter. These three Body types could have such a reduction in a probability occurrence of destruction effects and not be too badly missed.
But the blast radii for a number of bombs might do well to be reduced.
I've done a preliminary analysis of the relationship between bomb mass and the power radius as set in each weapon class. I realize that mass alone is not the final arbiter on blast effectiveness, but it's a reasonably decent first order indicator. I listed all weapon class values of power radius in a spreadsheet, and used the stated mass as taken from the weapon name, where clear enough. There are a lot of unknown masses that would require to look at the mass value in the class. But I wasn't interested in completeness at this stage; a reasonable sampling suffices.
The spreadsheet below shows only the last small number of the more than 1200 entries in the list (includes guns, cannon, torpedos, etc.), with a chart for the entries having both a power radius and mass value. The huge scatter certainly reveals the significant departure of power radius by mass of bomb! To appreciate this, consider bombs of 500kg mass (that scale being on the vertical axis). Follow the horizontal line for "500", and note that there occur values for power radius ranging from 30 to 550 meters! That is a humongous range. Now, some smaller radii will result from armor piercing ordnance, for instance. But a 500kg bomb having a characteristic destruction distance out to a couple or few hundred meters? That just seems ridiculous.
Anyone else feel some kind of rationalizing might be in order? Or are things now so deeply entrenched in terms of established game play and scoring as make such a change unfeasible?