Mysteryem wrote:I personally think that alike buildings should be able to shoot "through" one another, but not through a taller structure.
Bunkers and emplacements would only be able to shoot past bunkers, emplacements and tank traps.
Hardpoints, all of the above and other hardpoints.
Towers, all of the above (so that includes hardpoints) and other towers.
Fortresses, all of the above, maybe not other fortresses though to help with balancing.
This makes you think about the order and placement of your structures to make the most out of them.
Alternatively, if a structure has to shoot over another structure, depending on the structure(s) it's shooting over, it could have penalties to its range and/or accuracy. That way, turtling is still possible but the effect of doing so is reduced.
Cybersphinx, I thought that the main problem was that units could often shoot through cliffs and other terrain, not that they were being shot through structures, features and units.
The rule of thumb I usually used was "bunkers can shoot over each other, and anything else can shoot over something shorter (e.g. towers over walls)". Towers not being able to shoot over walls will really mess with my base design.
The problem with realistic physics is that you need realistic everything else. Towers and things will actually have to be actual size, and the game will be really ugly with everything at actual size.
For reference: Warzone ranges, like ranges in pretty much every game, are shortened. This is because with realistic ranges, most of the time you spend is in travel, which is not fun, so in most games everything is intentionally closer to each other. That, and things look ugly when most of the screen is wide open space, with tiny dots representing where everything is.