Kill #773. Walls are a passive defense, and not game breakers in most cases. If you want a wall to have more armor, change the fucking Strength rating. There's no great mystery here. This is rather pointless since the use case is so severely limited that it begs the question of why.
As noted, I support #461. The use case is a little more flexible (IE; stealth units) and definitely lends itself to more strategic gameplay factors. With a balanced stealth unit logic implementation, this would definitely work much more favorably than wall armor.
Between #295 and #556, each has their own appeal. I have to support towards #556 though since I'm a bigger fan of weapon extensions than I am of most other things. The voxel setting additions would be nice, but would likely to prove to be a nightmare and wouldn't see a whole lot of use since it would require a lot of work to make "damage states" for every fucking voxel in the game and it's entirely useless for anyone who uses SHP vehicles. The multiple turrets would be nice, but multiples don't function and that would be required in the process, which would just add to the complexity.
As noted, I support #461. The use case is a little more flexible (IE; stealth units) and definitely lends itself to more strategic gameplay factors. With a balanced stealth unit logic implementation, this would definitely work much more favorably than wall armor.
Between #295 and #556, each has their own appeal. I have to support towards #556 though since I'm a bigger fan of weapon extensions than I am of most other things. The voxel setting additions would be nice, but would likely to prove to be a nightmare and wouldn't see a whole lot of use since it would require a lot of work to make "damage states" for every fucking voxel in the game and it's entirely useless for anyone who uses SHP vehicles. The multiple turrets would be nice, but multiples don't function and that would be required in the process, which would just add to the complexity.
I'm what Willis was talkin' about.