Now, a new question. Why can't an ACU walk and chew gum at the same time? Of course, I mean why can't it upgrade while walking? It can regenerate while walking, after all. I don't expect this to be changed in FAF (though I think it would be a nice change). People probably like it just the way it is in FAF. However, it is food for thought for a mod. There are a few possible permutations on this;
(a) An ACU can walk while upgrading;
(b) An ACU can walk while upgrade is paused;
(c) An ACU can stop an upgrade to walk and get the resources back (or some % like 80% or 50%) if the storage is available for it of course.
What do people think, for a mod if not for FAF?
Note: On the ACU side of a possible mod (I am still learning LUA coding), I am considering changing the ACUs in two ways. On the one hand, I want to make ACUs of less use militarily in the early game. In other words, T1 units would rule even small maps a bit more and ACUs would be more about building and home base defense early on. At the same time, I want to make ACUs less snipe-able. Of course, they could still be of some military use early and they still could be snipe-able any time, just not as much so in each case.
ACUs are OP early (IMHO) and become less OP against large masses of T1, and then T2 and T3. Although gun, overcharge and other upgrades can keep them matching higher techs. High regens and levelling up (buffing up) can turn ACUs into total beasts. This is a all little excessive IMHO but I accept it in FAF. A mod can change up things however.
At the same time, ACUs are strangely vulnerable to certain rock, paper, scissors tactics. I can't really accept (for example) that a platform like an ACU should lack AA. It could be given one AA weapon at its tech level or (like in lab wars) enable the main weapon to hit air.
These a re just a few thoughts. Erm, let the flames being!