An idea about bunkers/enclosed spaces

I will try to be brief, sometimes clearing a bunker is just annoying.
dying over and over to a guy with an smg sitting in the corner and having to lose 2-3 squad members to take 1 down with you isn’t to fun sometimes. explosion packs work provided they don’t hide in the provided cover corners and provided you don’t get shot immediately going through the door or that you don’t accidentally have the pack bounce back at you off the shooting hole. I think molotovs, flamethrowers, and possibly smoke grenades should do a few extra things.

  1. consume oxygen
    the fire or smoke should displace/consume the oxygen in the room leading to either gradual damage or an effect similar to being close to an artillery barrage. this would make molotovs a lot more viable in small spaces in a role other than hoping to set 2 people on fire or stop them from running through a door. the effect would be tied possibly to room triggers which have a sort of “ventilation” value. this can change based on the amount of windows/size of windows.
  2. fire need to be brighter, and smoke needs to be… smokier
    when you enter a bunker you are immediately blind the transition from light to dark shocks the solider’s eyes and you can’t see the guy right in front of you. solution: molotovs should get rid of the enemy’s night vision and should be a lot brighter when the camera is adjusted to the dark.

let me know if this idea is dumb/bad/viable
idk I just want to be able to capture bunker hill

Well, bunkers weren’t (and aren’t) easy to clear IRL. Oxygen consumption would only play a role if we were talking about a completely sealed bunker, and even then it would take a considerable amount of time.
Plus, from the programming stand point it’d be kinda tricky - you would need to define a precise zone that would be affected by it (if you don’t want it to impact performance too much) or have it calculated in real time (if you don’t care about the performance impact).
We all are hoping for custom maps in the future, and I don’t think most map makers will bother with defining those zones.
Plus, you’d need to take into account opening/closing doors, windows, engineers blocking those with sanbags, etc. (cause if you don’t, people will lose their damn minds) - way too much potentially performance-impacting coding to implement such a minor feature.

Yes I cornered animal is a dangerous thing give him an smg and he will take a few with him … If he is a particularly stubborn and skilled player you can smoke the room followed by spraying the corner with your own smg fire or flame thrower.

I generally equip my FT with smoke for just such a situation …