<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Idea: Mechanics of dismantling one&#x27;s own buildings upon the command &quot;Reclaim&quot;.]]></title><description><![CDATA[<p dir="auto">Hello again, I propose to consider the following original idea.</p>
<p dir="auto">Relatively quick dismantling of a structure, performed by a commander, engineer, or support upon a "Reclaim" command.</p>
<p dir="auto">We propose adding a structure dismantling mechanic to the gameplay, specifically to simplify base reorganization. We propose a method similar to selling buildings in C&amp;C.<br />
The proposal is based on the idea and mechanics created by Balthassar in BrewLAN. Instead of a separate button in the interface for each structure, as in BrewLAN, we propose a command to initiate the dismantling process from any selected engineer.</p>
<p dir="auto">For example, here's how it should look in the game:</p>
<p dir="auto">Select an engineer, press the "Reclaim" button, aim at the building, and press it. Instead of driving to the building and cutting it down, the building's dismantling is simply initiated. This process can be sped up by sending engineers to assist.</p>
<ul>
<li>
<p dir="auto">After the "Reclaim" command, the building is completely disabled (replaced with an object that plays the role of the building being scrapped); the scrapping cannot be canceled.</p>
</li>
<li>
<p dir="auto">Opponents still have the opportunity to destroy it. If the building is attacked, resource recovery is temporarily stopped, and the durability decrease reduces resource yield.</p>
</li>
<li>
<p dir="auto">Next, a "charge" bar is displayed, preferably going in the opposite direction, indicating the percentage of progress.</p>
</li>
<li>
<p dir="auto">A mass influx appears as a percentage of the "Reclaim" structure and the dismantling time.</p>
</li>
<li>
<p dir="auto">During the process, the object's durability decreases as it is demolished.</p>
</li>
<li>
<p dir="auto">A reverse construction animation plays, or a filter and/or "dismantling" texture is applied.</p>
</li>
</ul>
<p dir="auto">For example, by initiating the dismantling process on the Aeon building, a "silver coating" appears, the structure "floats" like wax, and "flows" into a "puddle" around the structure.</p>
<p dir="auto">Hmm... During the process, the vertical scale of the model changes, or the building "sinks" underground, or some other... more professional solution...<br />
When the process is complete, the object disappears, leaving no debris. For the Aeon, the remaining puddle quickly "shrinks and evaporates," possibly leaving an "imprint" on the surface...</p>
<p dir="auto">Why:<br />
Adding a dismantling mechanic will greatly simplify base reorganization. It will also allow for relatively quick mass recovery from buildings that would inevitably be destroyed in the event of an enemy attack in remote areas (extractors and factories located far from the base).</p>
<p dir="auto">I invite you to discuss this.</p>
]]></description><link>https://forum.faforever.com/topic/10017/idea-mechanics-of-dismantling-one-s-own-buildings-upon-the-command-reclaim-.</link><generator>RSS for Node</generator><lastBuildDate>Wed, 03 Jun 2026 23:50:08 GMT</lastBuildDate><atom:link href="https://forum.faforever.com/topic/10017.rss" rel="self" type="application/rss+xml"/><pubDate>Mon, 30 Mar 2026 07:54:12 GMT</pubDate><ttl>60</ttl></channel></rss>