I'd hardly call "one door is flimsy and can be easily destroyed (interior "privacy" door), one door is tougher (normal), one is reinforced (reinforced normal door), one is a tough as hell slab of metal, one is a window you can open and walk through..." "feature creep". That sounds more like "trivial differences in the definition of each type of door". Aside from the last one (which would probably be more of a window with a door lock that you could walk through if opened/broken), that sounds like it could be done with a simple 'toughness' stat, and saying "you can't kick down a door above x toughness, or use a breaching round on one above y toughness, or meaningfully damage one above z toughness with anything short of explosives".
I was more meaning stuff like:
There is a door. Do you wish to:
a) Smash it
b) Pick the lock
c) Use a crowbar
d) Shoot the hinges with your shotgun, using slug rounds.
e) Shoot the hinges with your shotgun, using buckshot.
f) Shoot the lock with your shotgun, using slug rounds.
Ect...
How about "melee breach" (a kick to a weak point (namely the area near the lock, with the goal of breaking the lock out/tearing it out of the frame), unless the player is wielding a weapon with a "breaching" quality, like an axe, sledgehammer, or battering ram), which wouldn't work on doors above a certain breaching toughness dependent on character muscle, "firearm breach" (a shot to a weak point, assumed to be wherever is best), which wouldn't work on doors above a certain breaching toughness dependent on what type of gun you're firing. A close failure (this shouldn't be an extremely random element, rather a check against whatever formula is used to determine what strength a given attack has, with perhaps only a small amount of random chance which wouldn't necessarily be enough to make an attempt fail if its base is high enough) would cause structural damage that weakened the area you're attacking, while significant failures wouldn't scratch it (except literally, unless you were trying to kick in the kind of thick metal doors a lot of commercial/public buildings have for side doors, so there'd be traces that someone tried to break in).
Instead of the cliched, obnoxious "let's attack this door and try to knock its hitpoints down to completely destroy it!", this would just be a "neutralize whatever's holding it closed so it opens" action.
Picking would be a completely different menu (and I think using a crowbar to force a door open, or using some precision tool to cut through it, would also go here). Think of the other menu as a "quickly and violently get through this motherfucking door!" one, and this as a "use some tool to work the door open".
That's not frangible rounds though. There are round that break up on impact, and ones that mushroom, but frangible rounds specifically shatter into many little pieces.
Yeah, I know. Pieces smaller than the size of a BB round. I hadn't seen anything where the round literally disintegrates into powder.
I'm thinking the dust thing was an exaggeration meant to emphasize their going to pieces, not a literal "they're reduced to a fine powder".
Item descriptions
First off: Do weapons have any stat? Or do you just want generic filler text we can pull down from the Internet?
Second: Do we have an actual list of objects, or are we supposed to go through people's designs?
Third: Let's use a master page. Duplication sucks unless it's adding to the aforementioned "item knowledge" thing.
I'm curious about items too. Though more "how are we going to store them?" than any of these questions at the moment. Unless the engine has its own special storage type, I'd be for using XML (same for NPCs), in which case I could trivially produce an editor to streamline the process of creating the lists, if I knew what elements it needed. I'm assuming lua can handle XML (and would be utterly shocked if it couldn't, especially since the little introduction thing the installer played explicitly mentioned working with XML with it). Unless it all has to be hardcoded into the engine, which is another thing that would utterly shock me.
It looks like a fun and long discussion, I just want to point that 95% of apartment doors where I live are three-layer metal and with "cerberus" locks .
Yeah, I think that my front door is two slabs of metal with wood and a third slab between them. Interior doors are more or less hollow wood panels with locks that can be picked by shoving a broken qtip or needle into them.