I've made a Work In Progress merge request for a new Funnelweb! :)
https://github.com/ZeroK-RTS/Zero-K/pull/3247Mostly I'm wanting feedback on what I've done wrong code-wise, thoughts on this from a gameplay perspective and any tips for how to fix the outstanding issues (at the bottom). Even if this never merges I'd be quite grateful for any feedback given. :)
Unit role:This new Funnelweb is a genuine support strider. Weaponless, it is intended to protect fragile units on attacks on heavy porc and as a means of quickly taking advantage of victory in battle.
Unit abilities:A large and strong shield of 36000hp that regenerates at a modest 300hp/s rate allows regeneration in 2 mins, but requires a full minute after being hit before it will start to regenerate.
Additionally, it has a large amount of resurrection, repair and reclaim ability, equivalent to 100bp, but only has 10 for actual construction assistance. Notably, it cannot terraform or build.
The usual slow spider movement of the Funnelweb.
HP kept at 12000 for now.
Cost remains 4500.
Unit analysis and impact on battlefield:* Its energy consumption and cost make it a late game unit.
* It requires a large army to prevent enemy units getting under its shields, but has enough hp that assassinations are less likely.
* There are two main ways of using it: Protection or negating attrition.
It can either protect an assault force for a quick and devastating strike OR it can hang around after an attack, resurrecting fallen units and thus negating attrition. Doing the latter is likely to deplete its shield and render it useless for unit protection.
Comparison with existing units with similar roles:Its shield has more hp per unit of metal than the Aspis (equivalent to 6000 metal of Aspis), but it's regeneration is weaker (equivalent to 3600 metal worth) and it is much more vulnerable to sustained bombardment due to its regeneration delay.
Its cost and lack of regen on being attacked make it a worse choice for maintaining a continual presence at the front or for supplying shield power for felons (though see TODO below).
Its large shield size make it worse at defending smaller forces against attack.
Its resurrection power is equivalent to 4000 metal worth of athena, its battlefield reclaim and repair is equivalent to 3000 worth of welders (or the aforementioned 4000 worth of athena).
Its lack of maneuverability, lack of cloak and inability to build or terraform mean it does not replace the athena in the latter's role as scavenger and spec-ops.
Its higher cost, lesser speed and inability to be in multiple places at once mean it is mildly worse at battlefield repair and reclaim than the welder.
Initial playtesting thoughts:Fairly large micro requirements at present, but does it's job well. Likely to be far more useful in Campaign, FFA and 16v16 matches than 1v1 or 2v2s.
Thoughts on balance:I am considering removing the resurrection entirely due to its snowballing effect. (it depends whether people consider snowballing good or bad, I've heard arguments either way for RTSs)
Its high hp makes assassinations hard and allowing that could add interesting gameplay. Considering reducing hp to a fragile 6000.
Known TODO:Shield links (it shouldn't transfer shield strength or at least should stop regenerating when it does)
Shield should take energy (~72) to charge (currently doesn't charge at all if it's a builder and has shieldPowerRegenEnergy set :( )
It should do automatic rez/repair/reclaim with a prioritization setting allowing a user to pick what it should prioritize (to reduce micro burden).
Should be able to move and rez/repair/reclaim simultaneously (so it can reclaim without slowing down the assault).
Fix rez and reclaim graphics (currently getting two styles of nano fog)
ShadowWolfTJC : I applaud your enthusiasm and initiative. :)
Though I fear your advice is mostly applicable to campaigning rather than competitive play.