Ahhhh how true- but then again, when you do that you also cause the 'loss of immersion' as well, even though it's well intentioned.
A village, for instance, will naturally direct the gameplay and channel vehicles between buildings and such...but a Granny Fence or Aunt Tilly's Rosebush that stops a tank is just way out of place and shouldn't realistically be there unless it's passable. Players will have been given their missions; they will know where to set up and defend/attack. BUT having obviously out-of-place features encourages the exploitation of those features, whch is one of the reasons we're having this thread of conversation in the first place.
On the various Orel maps, for instance, there are a number of places where tanks can ford the river- completely unrealistically, of course, and this 'exploit' is used by almost everyone who knows about it. At the same time, there are those flimsy-looking fences that just stop a tank dead in its tracks- and those are exploited just as much as the river crossings. Ivan- and Otto- know they can duck behind such-and-such fence and not a thing in the world can touch them...is a player NOT going to hide there because it's an obvious exploitable feature?
I still maintain my earlier postion of coding obvious items as 'passable' (not necessarily 'destructible') and be done with it. No server load, and the greater good is served.
In the earlier posts, there was mention of having to place each destructible fence section one by one- of you simply make them passable just like certain bush features and be done with it. IRL, even if the fence were knocked down it would still provide concealment for anybody behind it, and having it standing isn't going to alter gameplay a bit (except for not being a roadbloack for vehicles- realistic- and continuing to provide concealment for troops- again, realistic).
Not to mention that some of these items are used by mappers to control or funnel gameplay.