Engineers should be able to have the option of building walls that have attributes to it. These attributes would be available as soon as the commander has researched them. Let's say that the commander researched chemistry and got absorbant armor. The engineer could build plain walls or absorbant walls. The absorbant walls would have the same characteristics as absorbant armor. Or the commander researched regenerative armor, then walls could regenerate HP over time and be weak against bioML. Commander walls would cost differently, depending on which walls he is putting down. I don't remember, but current walls are 75res per section? Absorbant walls could be 80 res per section, composite walls could be like 125 res per section, and etc etc. Pro: variety of walls for different situations choice Con: longer turtling of base more complex possibly more trouble than worth
If the armors were noticeably different apart from some being shit and others being good then I'd approve.
Basically what Empty said. I saw Alucard making a suggestion and got ready to start bitching, but the idea isn't terrible. But on the other side, it would be pretty difficult to balance. In short, the concept of the idea isn't actually a bad one, but the implementation for this could get very complex, given the balance issues, and the fact that the armous aren't massively different in how they actually ACT, just how they take damage. So realistically, it isn't worth the effort. Not a bad effort though.
wtf the idea is kinda terrible.... like he's really scraping the bottom of the shitty suggestion barrel now.... come on.
Assume that walls would not end up a whole lot more powerful then they are now and assume that armors get fixed with real differences and resists. Then the suggestion makes more sense, although walls are still just big blocks of health.