QUOTE
Difficult to program and too complex. Keep it simple.
If everyone was as naive as you, we'd be playing Wolfenstein3D instead of Unreal3.
Open your mind.It's a very good thought, and easily overlooked.
Unfortunately I don't know if it's possible on the Source engine to have area-specific breaks/damage on an object.
When I first saw the tech demos for HL2 and all the cool types of damage and materials I was excited, but when I play the game, it doesn't matter how or where you hit the palettes, they still break the same way.
Perhaps if they created 'new' materials which bent and buckled, but weren't subject to such specific damage as originally proposed, but looked semi-realistic in terms of the way they were damaged... having for example 4-6 states... starting with a little gap in the middle, then it peeling/bending back to make larger hole and more buckled looking until enough 'hit points' were achieved for it to totally bend back or break off the hinges?