
Originally Posted by
Golan2781
You've pretty much answered your question with that second sentence. There's this thing called feature creep, which is a nice and dandy word for "trying to put lots of awesome stuff into your game without having a clue how it plays out".
Feature such a husks blocking units might seem minor at first but they can have severe effect. C&C's fast, mobility based gameplay would be seriously changed by such elements. That needs planing and testing, something that is only available in limited amounts. You can't just add such an element and after two years realize it didn't work - that ruins practically all other elements depending on it (for a thoroughly planned game, that means every single one).
There is a lot of potential already in C&C with elements that worked great despite not being fully fleshed out; fleshing these out is going to take a lot of time and resources, so blindly throwing even more new, untested stuff at it will result in a half-assed game.
That doesn't mean there shouldn't be innovation, change and improvement, but just because something sounds awesome in a two paragraph post at 11 pm doesn't mean it's going to work in a game. And most realism based ideas lately have been mainly about "OMG REALISM, AWESOME!!!" (sorry for paraphrasing so harshly) in regards to their impact on gameplay. They're all nice on a meta-level, what with adding depth and making it important HOW to do WHAT exactly WHEN and WHERE, but they fail to connect the gameplay level (husk blocking for example) to the meta level by cleanly ignoring what actual impact it might have on the game - and even that "might" would be still be very wonky.
1: Realism
2: ????
3: Profit!!!