Someone said that Felon is the only shieldbot unit. I wanna change that with some easy changes propositions.
Bandit - It now uses shields to repair its health. Explanation? Its chasis uses shield... coating.
Rogue - No buff. Its AI is now set to stick close inside a shield's boundary, running back to the shield when escaping its radius, when nearby.
Outlaw - If near a shield, its attack now transfers to (1) shield unit, giving range as big as the shield. The rest remains unchanged. (If you wanna have more outlaws, get more aegis) (Customizable)
Racketeer - Now uses shield HP to charge its attacks, either enabling or powering up its attack.
Vandal - Insta-hits air units that are inside a shield. (Rocket acceleration or hitscan, whatever. Maybe the shield accelerates the missiles.)
Dirtbag - Remains unchanged. It's funny as it is.
The goal of these changes is to make the individual units synergize with shields more, but not necessarily rely on shields, akin to amph bots or cloak bots or other similar units. At the same time, this goal conflicts with the shieldball's main fun is that every unit is practically useless outside of a shield.
Bonus change: Strider hub can now build every bomber: Skuttles, snitches, imps, limpets, directly from the strider hub.