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BF1 Medal silver

Destruction 2.0

Destruction 2.0 Kill icon.

Destruction is a feature in the Battlefield series debuting with Battlefield 1942, but appearing to a much greater extent in the games utilizing the Frostbite Engine. It allows the player to break down cover, fell trees, and destroy buildings. From Destruction 2.0 onward, some buildings will entirely collapse after a certain amount of damage is inflicted. Destruction creates dynamic map changes and can be even used offensively to instantly kill enemies by collapsing rubble on them.

OverviewEdit

Destruction is a feature which allows many types of objects to be destroyed, beyond vehicles and explosive barrels. Destruction can expose infantry hiding within buildings, permit access through barriers, or prevent travel through an area. Throughout the series, destruction becomes more elaborate, being another hazard for unwary players. The battlefield is increasingly littered with scattered debris and ruins.

Different types of weapons can result in different levels of destruction. Bullets and knife slashes can break simple wood objects, smaller explosions (such as those from hand grenades) can break concrete objects, while large explosions can bring down entire walls and buildings.

Outside of structures and objects, terrain deformation may also appear, with craters appearing in sand and mud from explosions.

Destruction is not limited to gunfire and explosives. Large vehicles like tanks can run over entire walls and crash into weak structures. Crashing into buildings can also result in damage to the vehicle.

Pre-Frostbite EngineEdit

Pre-FB destruction

An example of destruction in Battlefield 2.

Before the Frostbite engine was developed for Battlefield: Bad Company, there was a far more limited amount of destruction. In Refractor engine games such as Battlefield 1942 and Battlefield 2, certain obstacles and objects such as bridges can be destroyed by explosions. Otherwise, destruction is limited to vehicles and gameplay features such as commander resources.


Destruction 1.0Edit

Battlefield: Bad CompanyEdit

BFBC DESTRUCTION

A demonstration of destruction in Battlefield: Bad Company.

Destruction 1.0 debuted with Battlefield: Bad Company utilizing Frostbite 1.0. With it, segments of buildings could be obliterated, parts of vehicle body-work could be chipped away, trees could be felled, and the ground could be reshaped by explosions. The Destruction 1.0 mechanic introduced selective destruction, where only certain weapons or objects could cause damage - for instance, a Cobra 4WD couldn't run over a tree, whereas a Black Eagle battle tank could. This limited the amount of destruction that could be caused by certain players in certain scenarios.

By creating the Destruction 1.0 mechanic fully with the Frostbite Engine in mind, the DICE developers were able to combine Destruction 1.0, the dynamic lighting and sound mechanics to create a "sandbox world", where the destruction caused by the players would cause the lighting and sound to change with the removal of walls, fences and trees.

Battlefield 1943Edit

Battlefield 1943 featured a slightly improved iteration of Destruction. The game mechanic now allowed for some buildings to be entirely destroyed, including the roof, but without any collapse mechanism. In most ways, it remained identical to that of Battlefield: Bad Company.

Destruction 2.0Edit

Battlefield: Bad Company 2Edit

BFBC2 House collapsing destruction

An example of a house collapsing in Battlefield: Bad Company 2

Destruction 2.0 was introduced with Battlefield: Bad Company 2. When enough segments (walls) are destroyed, the entire building will collapse, crushing everything inside. When the building collapses, all roof segments will cave in; most of the wall segments will disappear, although some on the ground floor may remain standing. This allows Destruction to kill opponents and destroy enemy objectives. Once a building has been destroyed, players are able to navigate within the rubble by crouching or jumping through small paths formed by the debris. The collapsing building has a hitbox which kills any opponents who go inside or are very close; this hitbox goes numerous feet around the building; almost like an invisible perimeter fence.

Destruction

Image from Den's original post.

"A building is a group of entities linked together. The entities are a bunch of wall and roof segments. Destroy a part, the wall disappears behind a smoke particle and is replaced by a hole. When a percentage of the walls are destroyed, the building plays its collapse animation. There's little else to it. For example, the building behind the first MCOM on Port Valdez. Break about 26 of those parts, and the thing goes down."

— {{{2}}}


BFBC2 Destruction HUD ICON

Additionally, Destruction 2.0 allowed pieces of the environment such as concrete barricades, walls, towers, and wooden fences to be partially chipped away and destroyed, rather than the entire object disappearing at once.

Some buildings don't incorporate Destruction 2.0; for example: the aircraft hangars and green-coloured sleeping quarter buildings in No One Gets Left Behind.

Alongside all of the new aspects, Destruction 2.0 retains the same features from the original Destruction; one can chip away cover and parts of vehicles, fell trees, and reshape the terrain.


Destruction 3.0Edit

Battlefield 3Edit

BF3 Not Built To Last

An example of Destruction 3.0 in Battlefield 3.

Destruction 3.0 is a feature in Battlefield 3. Destruction 3.0 allows players to destroy objects with explosives like in previous games, but in addition, regular firearms such as the M4A1 can demolish on a much smaller scale. This new form of destruction is known as micro-destruction. Like in Battlefield: Bad Company 2, certain buildings can also collapse if they receive enough damage. Falling pieces of rubble and collapsing buildings can potentially kill a player. Pieces of rubble can also persist on the map, rather than disappearing. Compared to the Bad Company series, less structures in Battlefield 3 can be damaged. Stairwells in certain concrete buildings and the cores of many buildings will resist total destruction for the sake of maintaining gameplay.

Certain vehicles now reveal progressive damage, such as doors being unable to close on the HMMWV. Hazards such as open fires can inflict damage on infantry.

In the Back to Karkand DLC, many more structures can be demolished. The patch coinciding with the DLC also allowed for more destruction in the original multiplayer maps.

The Close Quarters DLC enhanced the 'micro destruction' capabilities of Destruction 3.0 by enhancing the destructive effect of bullets. This meant that regular firearms such as the M4A1 could destroy furniture, chip poles and demolish walls.

Though map-changing Destruction features were formally introduced in Battlefield 4, some major dynamic events occur in certain maps:

Caspian Border
Towards the end of a Conquest match, an artillery strike targets the anchors for the radio tower, causing it to fall across open field towards the main checkpoint. (This was originally meant to be a player-initiated event.)
Three other towers on the map can be brought down by player means including: the water tower at the gas station, the radio tower at Hilltop, and the radio tower in front of the Russian Deployment
Operation Métro
Upon clearing the first stage of a Rush match, an airstrike will expose the subway tunnels underneath the park, allowing U.S. forces to infiltrate the Métro. If any player is standing where the airstrike occurs, they will instantly be killed.
Strike at Karkand
An F/A-18E Super Hornet will come from the American deployment into the city, launching a missile at the hotel. This will cause some debris to fall from the top of the tower and permanently scar the building. The falling debris does not damage players if they are under it in time.


LevolutionEdit

Levolution Soldier Environments

Features of Levolution.

Levolution is a feature in Battlefield 4 and Battlefield Hardline. It was originally known as "Timeline" with the concept that game changing events would occur based on a timer. This soon changed to allow players to dramatically change the environment and gameplay on maps through player actions, with the name being changed to reflect that.[1]


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