Now that’s a clever concept, very cool idea. It could even scale based on the difficulty or world-ending significance of the mission. Like, it’s okay if you cause a bunch of expensive damage by bursting through the roof to disarm a bomb because it’ll save a city block and hundreds of people. But you better not cause any damage or break any bones to save someone from a mugging.
Now that’s a clever concept, very cool idea. It could even scale based on the difficulty or world-ending significance of the mission. Like, it’s okay if you cause a bunch of expensive damage by bursting through the roof to disarm a bomb because it’ll save a city block and hundreds of people. But you better not cause any damage or break any bones to save someone from a mugging.