I already posted it long time ago on the old forum, but as most suggestions back then it gets flooded pretty quickly. Is there any way to see old posts? I could copy part of the discussion, so we can skip talking the same again.
Idea is simple (in theory): We apply physic rule of conservation of mass: when block is destroyed, it do not stop existing (anti-matter SMG bullets xD) - it just fall off the wall, get's blown off the nade crater, fall from cave celling, ect. Only time when it really gets kicked out of the game is when it falls into the water, or if player mine it out and die.
Blocks that are destroyed (with spade triple-dig, with bullets, with nades, with cutting off support, ect) gains for a moment grenade-like physics, and when they stop moving they became normal blocks again
Examples:
-when you shoot at the fort wall, you create holes in it, and pile of dirt in front
-when you cut off whole tower base, you create small shapeless hill in it's place
-when you throw nade into a tunnel, you make part of it collapse, rather than creating cavern
-when you dig tunnel fast, you throw dirt behind you, sealing it
-when nade explode on flat ground it create 3x3 hole and 9 blocks scattered around
Reason:
-we can have a lot of terrain-destroying weapons (mortars, airstrike, explosives) and after really long round without reset on flat map still have any blocks left
-trenches gets more useful, because they can't be destroyed as easily as walls. Same goes for bunker and towers.
-griefing is less rewarding (after all that fallen tower still grants some cover and heigh advantage)
-to generally buff the blocks
-realism, but I know many of you don't take is as argument.
Possible flaws:
-lot's of dynamic objects to render when some large building falls (but current airstrike also have a lot of them, without too much performance problems)
-a lot more often players gets their head into a block (when something fall on it)