Originally Posted by headcrab13
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
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I really like the idea of cheap but tactical destructible environments. Also gives the engineers some repair jobs that makes sense.