(This initial part is mostly copied from a Thread i made!)
#1: Ground clipping for buildings
I would like the option to lower certain buildings further into the ground than is permitted by the center of their collider. If accidental misplacement is an issue, it could perhaps be some sort of toggle-able option, to ignore ground collision for a time, just like with the camera.
#2: "Opportunist" Editor-Allegiance state for objects
Having to select between what boils down to "friendly/hostile/neutral" for each object, but especially buildings, is one of the largest practical limitations imposed on mission-making.
Especially when it comes to Infrastructure such as factories, the current system is a little silly and frustrating. Economically and logically, except for a late-game "total war" type scenario, there is little incentive, assuming a realistic backdrop, to destroy infrastructure which you could very realistically capture instead.
However, in the current implementation, players and AI alike are forced to destroy valuable infrastructure, not only to "deny it's use to the enemy", but due to the way Airbases and Facilities work, also frequently simply to progress the mission script.
Thus, i propose a new "faction": Opportunist.
Members of this faction would switch to Neutral immediately upon being contested by both factions, and switch allegiance immediately upon capture. They should be exempt from AI targeting, but still be open to attacks by the player.
#3: "Decorative" mode for buildings
Something i've encountered on larger missions is significant target pollution by buildings placed to enhance the realism, which had to have been set to neutral to avoid confusion about which buildings were of relevance to gameplay. This presents an especially insidious issue if the map also has neutral facilities which can be captured, a simple toggle to hide certain neutral buildings or perhaps even neutral vehicles on the UI would do wonders.
Continued below!
