However keeping the terrain hard enough to prevent those craters will make more regular fight explosions (bertha hits & stuff) not cause visible terrain modifications.
So I tought maybe another terrain modification system could be usefull to give battlefield a real chaotic look after the fights, without allowing extreme modifications to be made.
The first thing would be to have a control over the maximum height modification the terrain receive per explosion (so on one 'smooth' ground, regular explosions will create little craters, but nukes wont create an abyss).
The second thing would be to reduce the terrain raising arround the craters. This is what make the heavier explosion's crater look dull because of the high mountains that suddendly raised all arround the crater. Yes this means that there is some mass loss because all the dirt dug from the crater isnt found back in the crater borders.
This second 'feature' would also open level-design / gameplay opportunities because that would mean a player can actually 'dig' a canal or hurt a cliff enough to make it a practicable slope for kbots. Might sounds strange in most maps but since the terrain hardness is up to the mapper, the mapper can decide if he wants that to be possible or not.
Finally, to avoid exploits with such a new system and old maps, there could be a switch in the .smd file to tell the engine what type of terrain modification the map uses.
