I’ll try to keep the idea as simple as possible for the sake of explanation.
Every forge object has two states: Normal and Destroyed
For example a glass window in it’s destroyed state would be the window frame with shards of glass around the inside edges.
A boulder would be a pile of rocks.
Every forge object has a “Destruction Value” which ranges from 0-9.
A DV of 0 means it is indestructible.
Any value of 1 through 9 means it is destructible.
Destruction Values are also applied to bullets, grenades, melee, turrets, and anything else that can cause damage.
For example setting a window’s DV to 3, melee to 2, and bullets to 4 would mean that a melee could not break the glass but a bullet could.
This would allow controllable destruction of the environment. Crucial geometry would be set to 0 so it could not be destroyed while everything else would be valued appropriately so a player could not destroy the enemy base by meleeing the outside wall but could break a window to jump in through an unexpected entrance.
Unique scenarios I envision are as follows:
An object blocking off a route from base to base has a DV of 9 while the only weapon that has a matching DV is the flag. This creates a situation where the flag carrier, and only the flag carrier, can open up a route for himself and his team mates.
Another situation is:
Two bases face each other. There is a closed door on the front of the base that has a DV of 9. The only other weapon on the map with a DV of 9 is the gauss turret on top of each base facing the opposing base. This creates a situation where only your super strong gauss turret can blow the doors off (literally) of the enemies base. Furthermore the map could be designed in such a way to encourage Blue sniper to closely watch the top of Red base to prevent them from accessing their door destroying gun and vice versa.
Any thoughts or improvements for this idea?