No, you need a database entry for each and every tree and bush that can be destroyed. If you don't have such a database there is no way to communicate to the clients what has been destroyed.
Perhaps have a slightly different color and design for destructable trees?
For example, not all trees should be destructable (right now) there is no reason. Now, I can see some random noob upping a lanc just to kill random trees in the middle of nowhere, since I've seen them kill-shot themselves via friendly fire more times than I can count.
However, perhaps have a series of trees only destructable where we know the combat will be? Like, trees 3k around all GV spawnpoints, and sort of funneled outward. In the direction of the base and town, then 3k around those areas (since tanks can and will camp around those areas).
Or maybe (if we are able to or HTC has a system of doing it) 10k around all spawn points for destructable trees ( to ensure tanks dont hide behind indestructable trees).
I know it's not the 100% realism we want. But, at least we would have destructable trees in an area that we know they would get shot at (
), that wouldn't be too much work for HTC. But at least we would have destructable trees.
In terms of napalm, perhaps HTC could 'invent' a smaller fire than what we have presented when hangers are destroyed? Instead of (estimate) 40ft+ strong flames, perhaps 5-10 foot (at least for now) tall flames? Then when either more players are able to expand to better systems (myself included) or HTC being able to 'invent' fire, we can have more napalm stuffs.
In the mean time I think the above is doable, it would definitely take most of their work force (unless they are able to drag n click and say "all this highlighted shalt be destructable", otherwise I assume it is individually like Karnak mentioned). But in my opinion, it would be worth it, and add more combat diversity in terms of ground combat, and air vs ground, because of bombs/napalm etc.
Thanks for reading through all that, opinions?
Respectively,
Tinkles