So, walls aren't very useful for keeping mobs (especially hostile mobs) contained. And that's okay, the Constant isn't really supposed to be contained so easily. The issue arises when things like lureplants, structures, and statues are used as walls, making regular walls ironically, the worst walls. So how can walls compete?
My idea is to make all, or some walls have a fixed additive damage reduction that needs to be passed before damage is dealt. For example:
Stone walls would could absorb 20 damage per hit before taking damage, making it ideal to contain spiders, as they wouldn't be able to overcome the absorption, but ineffective for containing larger mobs.
Alternatively, to produce a similar effect, it could be implemented using a "shield" stat that absorbs a constant amount of damage before regenerating after a given time, in addition to the health, meaning that multiple spiders attacking would be able to destroy the wall. Kinda like having a low health wall of Chesters that get permanently damaged whenever one dies.
The exact figures I'm unsure of, but I would probably put the upper limit below Deerclops DPS, because nothing should be able to contain him. Grass walls, on the other hand, would probably be unchanged.
A consequence of this would be that players would be likely unable to escape a wall prison just by punching, which is probably a bad thing.
Is this a good idea, of the silly ramblings of a fool? Lemmie know, and thanks for reading.