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Old 2011-07-20, 02:24 AM   [Ignore Me] #31
HELLFISH88
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Re: Destructable Environment


I'm no programmer but I sincerely hope our Dev team work's out destructive environment's somehow or to some extent; it add's such a depth and unique-ness to battles. Maybe the environment could reset during downtime? Maybe damage done to relevant Cap'able building's like tower's and bases will have to be repaired at the cost of resources?
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Old 2011-07-20, 02:49 AM   [Ignore Me] #32
exLupo
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Re: Destructable Environment


Originally Posted by PsychoXR-20 View Post
there would be no more tree
Is that not enough of a reason? Imagine... a world without concrete trees.

@Hamma - Smed's tree aversion was clear in the dev panel. He was doing that stare-off-into-space thing, going on and on about mass deforestation.
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Last edited by exLupo; 2011-07-20 at 02:51 AM.
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Old 2011-07-20, 07:32 AM   [Ignore Me] #33
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Re: Destructable Environment


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Old 2011-07-20, 11:56 AM   [Ignore Me] #34
Traak
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Re: Destructable Environment


Concrete trees? Meet squad with flamethrowers!

That would be worth the price just to watch that. And all the indigenous wildlife (cloakers) running screaming out of the forest on fire.
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Old 2011-07-20, 01:15 PM   [Ignore Me] #35
Baneblade
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Re: Destructable Environment


So you would attack a concrete tree with the very thing it is most immune to?
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Old 2011-07-21, 03:23 AM   [Ignore Me] #36
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Re: Destructable Environment


Originally Posted by headcrab13 View Post
Medal of Honor Spearhead multiplayer had a decent example of destructible environments that are "cheap" in terms of bandwidth and system resources. They simply added a few destructible components to each map that were located in the busiest areas. For example, a bridge that served as a choke point would have parts of the railing that could be destroyed, or the edge of a window that was commonly shot at to suppress tower snipers could be crumbled away.

A solution like this wouldn't be quite as impressive as BF or Crysis, but it would work very well for a persistent FPS and add some additional depth to the battles. Rather than calculating how much damage was done to which surface and with which weapon, the game could simple keep track of whether "courtyard column A" was damaged or undamaged.

Imagine taking cover behind one of those thick columns as an enemy tank rolled into the courtyard and shattered the side of the column with a well-placed shell, leaving you vulnerable to small arms fire. Simple things like that could add some interesting tactical choices to an already incredible experience.

-HC13
I really like the idea of cheap but tactical destructible environments. Also gives the engineers some repair jobs that makes sense.
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