I wouldn't mind seeing a little more flexibility on where your walls can be placed in relation to other structures. Like for example, using an outpost as a corner tower and letting the user decide if he wants his walls to clip into the base of the outpost. (currently, a wall can be started from a clipping position, but not ended in one)
The elevation range on the walls might be looser as well. As in how high or low you can adjust the mesh relative to the landscape. If building a continuous wall across two elevations, it'd be nice to be able to have them level to one another. Within limits of course, but there seems to be a fair bit of unutilized depth currently.
Finally, having these two combined ultimately creating wall access from the base of an outpost structure; removing the need for ramps should the user desire.
As an aside on ramps, more placement flexibility there would be another plus. Currently I cannot build wall access to part of my wall as on one side it clips an outpost and on the other it connects a gate. Too close to building to build ramp...
Problems I see: If walls are intended to be destructable, then this feature would create increased demand for damaged buildings to be represented as well beyond a simple deconstruct bar representing damage. A potentially huge graphics job. Additionally, if building damage is implemented and they turn out to be better walls than walls for whatever reason, well that could encourage some odd builds.
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This post brought to you, quite literally, from the jaws of death. During it's composition a few days ago, I suffered a massive debilitating heart attack. "The Big One" as Redd liked to say.
So, either the powers that be thought this a real shitty suggestion... or they liked it enough to bring me back to press 'submit'. Who can say. (personally I think they could have picked a more dramatic post to get all dramatic about... Meh.) Treat your bodies good boys and girls.
Better Wall Clipping
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