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Old October 18th, 2005   #21
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Default Re: Fully Destructable Enviroments

No thankyou, it might seem cool, but after 20 minutes there wouldnt be a building standing. Then there is the lag.

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Old October 18th, 2005   #22
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Default Re: Fully Destructable Enviroments

with much more limited ammo and resupply capabilities it would work. I think we'll see it in more in games in a few years.
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Old October 18th, 2005   #23
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Default Re: Fully Destructable Enviroments

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Originally Posted by The 13th Raptor
No thankyou, it might seem cool, but after 20 minutes there wouldnt be a building standing.
And how do you expect the battlefield would look like after fightings beteween infantry hiding in houses and tanks?
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Old October 18th, 2005   #24
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Default Re: Fully Destructable Enviroments

i think having specific "special objects" for certain objectives (bridges, buildings, military instalations), and alternative route objects (walls, trees, fences, buildings) that can be blown, creating a new route past a choke point, are great ideas!
of coarse lag will be the overriding factor in how much this can be implemented.
the crater idea is interesting, would be real cool for runways, perhaps have a bulldozer that can fix the crater, if your runway is rendered unusable.
i would like to see all runways have this feature. would also like to see planes not be able to just land anywhere


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Old October 18th, 2005   #25
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Default Re: Fully Destructable Enviroments

This could be added some time in 2008, maybe 2009. When we all have nitrogen-cooled AMD 5600s running at over 4.7ghz.

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Old October 18th, 2005   #26
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Default Re: Fully Destructable Enviroments

No "meadows" that's the point : as I explained earlier full-interactivity is a nogo from a netcode point of view , but introducing dynamic object (by opposition to static object) can already be done today.
They do not load the system anymore than a vehicule for instance.
As we said, bridge on Breakthrough, or Prokhorovka, the doors in Charly sectors are object that were "moved" from the static object category to the "dynamic object" category.
This can be extended but within the limit of number of dynamic objects allowed (which is 160 if I'm not mistaken ?? ).

To implement, the team need to mod the "live object" and its "wreck".
In the case of a crater (see my suggestion above) this should not be to complexe and can add a great strategic dimension in some games.

To reply to "Real-Badseed", once an object is in the "wreck status", the only way to "repair" it, is to get it to respawn . But why not one could consider that a runway is made unpracticle for 12mn for instance thus simulating the time for a ground crew to repair it
Other choice to be made is whether you would indicate this on the minimap (by a grey picto , like the "Dest_stonebridge_big_m1" or if you leave it for the players (and those who know were to look) to discover

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Old October 23rd, 2005   #27
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Default Re: Fully Destructable Enviroments

Odd idea about the destroyable runway, but why not just place a hole in the ground where the runway would be and place a static carrier there. Though you probably would want to model it to look like an airstrip. That way, the planes wouldn't spawn becuase the "runway" would be in disrepair, only thing that would be excusable from that would be the helicopter on AlpenFestung.
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Old October 23rd, 2005   #28
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Default Re: Fully Destructable Enviroments

BF2 allows you to have much more destructable objects. Maps have bridges you can blow up, fuel barrels you can destroy and wooden fences that you can break.
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Old October 23rd, 2005   #29
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Default Re: Fully Destructable Enviroments

Maybe having just a few key select buildings be destroyable.
But, it would be awesome if ALL buildings were destructable, but that would just make lag, and who cares if the map is a giant pile of rubble?
You can hide in the rubble, making it a very interesting battle.

Then maybe it could partly be fixed, like somone suggested with the bulldozer and the airstrip?

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Old October 25th, 2005   #30
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Default Re: Fully Destructable Enviroments

Maybe if, when you destroyed a building, the cement skeleton -which could not be destroyed- would remain, as well as a pile of rubble and some debris strewn out on the streets around it?

I'd like to see a mini-map for about 12 players with only a few buildings in it, all dynamic objects that can be destroyed. Would be interesting.

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And how do you expect the battlefield would look like after fightings beteween infantry hiding in houses and tanks?
Have you played Sudden Strike?

1. Nice little town with buildings, lines of trees, houses, parks, ponds, and so on, inhabited by German garrison made up of tanks, AT guns, and infantry in houses.
2. Russians set up outside of the town and start their pre-bombardment with everything they have, from mortars to Katyushas. Most of the town's buildings and trees are destroyed.
3. Russians charge with tanks and infantry. Most of the remaining houses and trees are wiped out by hand grenades, tank shells, German artillery, and aerial bombing.
4. Battle over. Just about every single house is blown up, and the rest are more or less destroyed. Fires, corpses, broken trees, craters, and scorched ground everywhere.

And it's even worse in X-Com: UFO Defence. Two Sectoids on that hill with the trees? OK, I'll throw in a grenade and where there was a forested hill there's now just flat ground and a thick blanket of smoke. All in beutiful 2D graphics of the 80's.

Back on topic, though: Is there no Material ID that makes objects passable by heavy vehicles, but not by infantry? It'd make slightly more sense if a tank just went straight trough a sandbag. I can imagine a good deal of exploits surfacing, though.



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