Digging mines would be funny.
Someone said that bomb drones didn't need to morph into anti-heavy / area-mines.
But if they aren't only cloaked but cloaked+digged ...
Also bomb drones deal damage in a target direction, more damage if they are faster.
If you only have cloaked but static bomb drones it isn't as efficient as it can be.
Adding mines next to Razors kiss can make costs against raider spam.
Adding mines to land bridges instead of much porc means that some units die, but then the pass is free for other units.
It can be a cheap solution to protect your base against a single strong attack, while defenders / LLTs deal damage over time.
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If you don't want the idea of mines because they are point defenses:
Add Laser-Walls.
Like in Earth2150/Earth2160.
Laser-Walls can get raided, but are less units/micro.
They can enable itself if enemy units are next to it - own units try to get out of the line between them.
The linking script is already implemented for the shield linking.
It can also mean less porc, because enemy units have to wait till the wall get's killed and can't attack the defensive structures till then.
But Walls cost only 50 to 100 metal to surround a unit in BA / TA ...
Laser Walls should cost about 200 to 300 metal to be useful.
Together with a Stinger and 2 LLTs it can make cost by holding enemies away from your structures till they dead.
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Another funny thing would be a very-light-Aegis.
It's shield is only as large as the 1.5 times of Thug's shield.
But it would be large enough to protect up to 6 small things - like 3 defenders + 3 LLTs.
If it only cost 100 metal it can make cost very easy and reduce strong porcing too.
2 of it should be able to protect a stinger if they are build right and left next to it ( up to 2 units of LLT/Defender at the other side of itself too )
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How to disable shield bubbles ? ;)
Aegis only:
Remove bubbles and link buildings to Aegis.
structure.OnDamage
( damage
, damageType
){
- if( structure.linksToAegis.length > 0 && damageType != AOE ){
- - structure.linksToAegis.sortByCharge()// Once Per Frame, prefer more charge = earlier position.
- - floeat partialDamage = damage / structure.linksToAegis.length
- - damage = 0.0
- - foreach( structure.linksToAegis as aegis ){
- - - aegis.charge -= partialDamge
- - - if( aegis.charge < 0 ){
- - - - damage -= aegis.charge
- - - - aegis.charge = 0
- - - }
- - }
- }
- // damage contains the damage left ( not avoided )
}