in chat today, some people came up with many ideas, some are good, some are too extreme, but check them yourself
suggestions on shields
make shields not to recharge at all
yep, that means once the (let's say) 15k hp of your shield are broken, your shield won't recharge at all.
increase energy costs for recharging shields
when shields are down and recharging, you'll have to use alot more energy to recharge the shield (instead of 100 while beeing 'alive', about 300 when recharging), so spamming shields is still possible but having too many of them down might crash your energy income and you'll face your whole army having now shields on due to energy problems
combined/shared hp of overlaping shields
overlaping shields would have sort of combined hp, means if one gets damaged, they all get damaged, if one breaks, all overlaping shields will break. to which extend shield hp may sum up in this case needs to be tested ( 3 overlaping shields must not be 3x shield hp but alot less)
disable shield regen while beeing damaged
as the shield regenerates even while it's beeing attacked, breaking shields is hard if you don't have alot dps because it regenerates more hp if you need longer to crush it
that's why shield regen should be disabled until the shield is not attacked at all for about 5 seconds straight, then it starts regenerating hp
the shield generator will suffer when shields are attacked
at the moment, your shield can get attacked, crushed and recharged over and over and over and over again, there's nothing to do there
my suggestion here is, the whole shield hp is worth about ~20% of the shield generator hp, if the shield gets attacked, the generator will slowly lose hp and eventually break if it's attacked/recharged too often without beeing repaired
about repairing
we all know it, if your nice exp bot (or any other, just an example) is close to death, why not bringing it into your base, killing it, reclaiming the ~90% mass and building a new? that's the current situation, you pay about 10% mass and some energy to build a new bot which replaces the old one
the suggestion here is, why not make repairing easier and also more cost effective? having repair cost only about a third or half of he unit costs and also increasing the repair speed would make repairing a useful feature again
sams vs t3 air
as t1 air gets bashed by t1 aa like t2 by t2 aa, one might notice that t3 air is alot better in this case
to break the t3 air superiority without having asfs on your own, i suggest something like this:
t3 sam launchers will have 6800 hp ( about 2/3 from before ) but won't fire all on one single unit and have higher muzzle velocity