[quote=""'[R-DEV"]Masaq;1295049']Yes, and you'll be happy to pay $100USD for the game to allow us to pay for those servers?
This is slightly outside the scope of the FAQ, so this is in no way an official announcement or anything of the sort - but obviously we'd like destructible static objects ingame as a minimum, and some level of deformable terrain would be nice as well. To what extent that's possible and practical depends in terms of bandwidth and computational requirements, and is very much a wait-and-see.[/quote]
Basic deformation from large explosions and destructible buildings would be able to be coded in most definitely, just not as amazingly accurate like in games like Bad Company 2 and Red Faction. Just depends on where networking is going to be in the next couple of years, we are still quite limited in terms of maximum bandwidth (especially Australia

)
It would just be state coding really, once a building is destroyed it would no longer be a dynamic object, but that information has to be sent to every single person on a server, where at the same time 100+ players are running around killing each other, blowing up even more things etc.
It would be great to have destruction though, not just for aesthetic value but for gameplay even at it's most basic level. Also, it would be quite possible to have people running around digging tunnels, the effect on the server however is something to consider and a big limitation.
[quote="TristanYockell""]I'm not asking if this "will" be in PR2, but if it is possible in the C4 engine, that is Material penetration.
If someone is hiding behind a tree, can it be made possible to hit them through the tree with larger caliber rounds. ect.
Or through a wall of a house, we all know thin civillian walls and most everyday materials don't stop .30 cal and up rounds very well.
My sks for example will punch through a substantial amount of wood, I would not want to be on the recieving end behind a fallen log.[/quote]
More than possible, just comes down to material types. Remember that we have the source code now, in theory anything is possible within reasonable constraints.
Also, with the graphical thing, just look at World of Subways, which is a
train game yet it still shows how fantastic the engine can look with a little effort. Remember they wouldn't be thinking about pushing the environment details too high either because the whole time your in a moving vehicle on a one way track.