Interesting write up, you've obviously spent a lot of time on this issue. Not sure I actually agree with any of it though..sorry, especially the penetration section..that I most definately don't agree with by any means.
Your hatred of RNG is understood, I even share it in some cases, but I fail to see your proposal as being a better system.
Myself, I'm all for the simple 'where you aim is where you most likely hit and where the damage will be applied' system. MW2 did this, sorta, but Activision didn't use hit boxes, they used hit spheres..yes, actual spheres around each and every section of the Mech, which induced overlap and cover. And it worked..for the most part...there were issues with those spheres and being able to damage a Mech by shooting NEXT to it..literally..shots within the sphere would do damage regardless of them actually HITTING the physical structure. They would also cause issues with some Mechs being literally impossible to head shot due to the arm and torso hit spheres totally overlapping the head area. You COULD hit the head once you'd removed all 3 torso sections..but that's rather silly since the Mech was dead the moment the center torso was gone
MW3 and MW4 pretty much did the same thing, minus the spheres, but still with the overlapping hit boxes that would cover different sections of the Mech. And this was ALL mostly due to simple software constraints, the engines they used simply didn't allow for hit boxes of the exact size, shape and depth of the model pieces they were assigned to.
Today..no reason for any that silly type of targetting/hit detection to be used. The engine being used allows for nice exact model hit boxes. True, that would mean that certain Mech designs are essentially walking death traps..but..that's pretty much canon ANYWAY, so I fail to see that as being a problem.
Pinpoint targetting..that's what some people are scared to death of..'I don't have twitch skills, why should I suck because of that?'..honest answer..because you do suck at a game where aiming and firing at exactly the right moment is probably the best way to win. The kids here in my house(and some of the adults too!) constantly whine about getting killed by someone they opened fire on FIRST when playing CoD/ModWarfare/whatever..that's just not FAIR! No, it ain't fair, your dumb *** should have AIMED instead of just spraying and praying, your killer sure as hell AIMED didn't he? He put 1 round in your face instead of putting half a clip into the wall behind you...like you did with him. That's rather the point of any weapon system, be it a sling and rock, bow and arrow, M42, M16 OR a Medium Laser, AC/10 or PPC..you ain't doing anything worthwhile if you don't apply it properly by aiming first. I'm sorry if that offends some of you, which it probably will, but that's how it works when you are dealing with non-area of effect weaponary, which is most, but not all!, of the weapons loaded on a Mech. And there's no reason in heaven or hell for PGI to make the weapons in MWO work in any other fashion.
What does that have to do with the system you proposed? Why..everything of course. With the hit boxes being the actual model pieces, instead of being externally overlaid applications, what you hit is what you hit, simple as that. With that being the case, there's no reason to spread damage out over larger/lesser areas, a shot hits where it hits and all damage is applied to that location only, no reason to scatter it around a meta area and then apply it to subsections within that meta area. Center Torso has 20 armor, takes a hit from an AC20, that CT now has 0 armor, next hit from anything applies directly to the Internal Structure of the CT, and there is a chance that that next hit will generate a critical hit and instead of JUST damaging the IS, it will ALSO hit and damage something important..like your engine. What might be hit by that critical will be determined by...random chance!
Why a random chance? Because life is sometimes random, it's just how it works, chaos theory and all that. Personally, I'd like to see a random chance that any shot fired could be a critical hit just like the TT rules, but that's pushing it and I know it, so we can bypass that option for the moment. Critical hit locations..sure, random chance is great, might be you core someone's engine..might be you just take out another point of IS..who knows? Mechs are big objects, there's a lot of space inside that CT, it's not all occupied space either, same with most every piece of the Mech, lots of space, not all filled, could just as easily hit nothing as something important. Random criticals on any shot fired would be where the penetration factor comes into play, some weapons, specifcally the ballistics, DO have that built into them after all, ACs if you use the right ammo type, gauss as a direct function of how the weapon works, so that would actually be something to consider adding to ballistic weapons to make them more desirable, dependant upon the type of ballistic weapon being used OR the ammo type being used(simply decrease the shots/ton for penetration rounds to balance them..per the TT rules if memory serves, I'm sure someone can call me on that either way).
I know, I know, some of you are about to raise holy hells with me on allowing pin point targetting as that's SO non-canon that I may as well be asking them to give us X-Wings, the Enterprise AND lightsabers that can be set to stun!(sorry..2 weekends of the TOR beta combined with just finishing a Star Trek novel)
Well...you see...the TT rules actually give the answer to the pin point targetting..it kinda sorta doesn't work..but it also sorta kinda does work. Targetting computers give you extra accuracy, heat degrades your accuracy, as does movement, damage and various effects from various weapons, like a PPC shot or an AC20 round or gauss round hitting your Mech(electronic interference from the PPC, simple rocking around like a drunk from the ballistic rounds), plus the recoil if YOU fired any of them yourself(showed very nicely in that 09 concept footage btw!). So if you want to put a gauss round into the head of that Atlas over there, it would behoove you to stand very still and take aim, don't forget lead time if he's moving(and if he ain't, he deserves what you are about to do!), and don't forget..YOU are standing still and are now a much easier target to hit yourself! Again, this IS covered in the TT rules, and it's oddly enough a function of the real world, stationary firing platforms tend to be more accurate then moving ones, be they grunts with an M16 or an M1A2, accuracy goes up when stationary, decreases when moving, goes to hell when jumping around like a jack rabbit on crack(for those jump jet sniper types).
Pretty simple system, which is probably why it's the same one used by the previous MW games, albeit they all used really crappy hit location systems which actually created a LOT of random hits, thereby replicating the TT rules without meaning to. Crytek 3 engine..no worries on that account, hit boxes can and should be the exact pieces of the model. Aiming is easy enough to ***** up via the game engine as well, want to get pin point accuracy, stand still, don't get hot, don't get hit, and get a targetting computer, otherwise, you will always be hitting in the general AREA you fired at, but since you didn't take steps to make your fire accurate as possible, it won't be. This is where personal skill takes over from the random chance of the TT game. No cone of divergence, just literally have the reticule moving around unless you do what's required to make it stop..your shots WILL hit where the reticule was aimed at when you fired, allowing of course for lead time with the weapons that would have it, which due to this being a video game vs other PLAYERS, will be every weapon
This allows for twitch skills to matter but not be paramount, since a non-twitch player with good timing, a good loadout, and proper technique can take out any twitch player. As an old gunfighter once said, 'it's not the fastest gun that wins, it's the smartest gunfighter'.