My 2c:
Sea is bound to be less interesting tha land due to terrain (or rather, lack thereof). The surface is always flat and 99% of existing water maps also have flat oceanfloors.
Current sea isn't interesting partially due to Duck monoculture. Amph has no real underwater counter to Duck (apart from own Ducks, but that obviously doesn't count). Since there are only 2 amphs that can fire underwater (Duck & Scallop) there can be no RPS triangle. Therefore, some third amph needs to be able to fight submerged. Now, Archer overlaps with Scallop on land (riot), seems kinda crappy when floating (low range, immobile, targetable by surface weapons) and is useless underwater (can't even shoot). Why not make Archer the underwater Duck counter?
Considering Archer has water-based weaponry and has a water tank, I came up with two ideas:
1) Make it create waves in the water, Outlaw style.
+ completes the underwater RPS triangle
+ gives an obsolete unit a role
+ easy to implement (steal Outlaw)
+ can have different effects to Outlaw (dunno, prolly impulse like the land guns?) to make it unique instead of an Outlaw clone
+ somewhat interesting (Outlaw mechanic doesn't exist in the sea yet)
+ fluff-wise makes sense
+ could be made to work with the water tank mechanic
-/+ won't affect land (I don't want to touch land but apparently Amph kinda sucks there)
- affects surface balance somewhat - at low depth and when floating up waves can reach sufrace
- Archer already has interesting mechanics (the water tank)
2) Give it the ability to "overload water tank" or something, basically a self-d dgun.
+ completes the underwater RPS triangle
+ gives an obsolete unit a role
+ can work with the tank mechanic (damage proportional to tank: makes sure it's at full power underwater for anti-Duck while limiting how it affects land)
+ can be made to also work outside of ability on normal death/self-D if needed
+ fluff-wise makes sense
+/- affects surface (through use while floating) and land but in an interesting way (creates a decision: use as a bomb for burst damage and lose the unit, or keep shooting waterjet for DPS and drain the tank?)
+/- unit that is both a dedicated kamikaze and a normal damage dealer is unprecedented (well, there's Panther self-D that can be used as an improvised Tick but that's not its dedicated role)
- cannot be fully automated so is micro sink. Probably an on/off toggle for self-D autocast would be good enough for that purpose though
- Archer already has interesting mechanics
- harder to implement
I have become Neon, poster of terrible ideas... anyway, as you can see, both ideas have a ton of downsides, but the main upside is that an existing unit is given a role in a domain where it's otherwise useless without the need for a new one.
RyMarq wants to introduce a new dedicated anti-Duck amph (most likely Limpet-like) which is probably more elegant but lacks this upside:
+ completes the underwater RPS triangle
+ assets (model etc.) already exist (Limpet) so super easy to implement
+ leaves other amphs' balance intact
+ can use effects not present on existing bombs (to be unique and interesting, and not just a swimming Roach) like disarm, impulse or slow (though slow started being kinda overused already)
+/- affects land
- amph already has roles filled on land, so a new unit might introduce obsolescence; an oceanfloor bomb will also be useless vs ships unless it also floats (which might generally be a good idea, but then it makes ships even worse vs amph)
- bomb might be problematic to counter without changing other stuff: amph lacks accurate long-range weapons and it'd be able to be prematurely set off by sending a forward Duck, reversing the counter relationship
Having RPS is vital to an interesting gameplay because it requires you to mix units, counter, scout for enemy composition and react etc. instead of spam monoculture.