A few notes from a developer / ux perspective:
- (1) Anything 'area'-like is expensive. It needs constant re-evaluation. Units may lose the buff for a few ticks, just to gain it again. Units (with aura's) may stack up. Therefore whatever we do, it needs to be simple.
- (2) Anything that you can not communicate to the player in a reasonable fashion should be a no-no. The game is complicated enough as it is, it doesn't need aura's that complicate it even further.
With that said:
- The suggestion to add dynamically shields is a no-no from a performance perspective. Shields are fairly expensive to (de)allocate and in their general use because of overspill. There's a reason that the Lua file for shields is super large.
- The suggestion of a cloaking field is a no-no from a game perspective, especially if it applies to structures. The shader of cloaked units is relatively expensive to compute (because it is transparent). And structures once scouted are visible to your enemy, no matter how hard you try to cloak and/or stealth it. This is obvious to your enemy, but not to you as a player who owns the cloaking field as the game does not communicate to you what the intel of your enemy is.
- The suggestion of a damage aura that deals damage to enemy units is also a no-no in my opinion. The damage effects that you would apply are likely not visible when zoomed out. And if the damage applies through the fog of war (which is also not trivial to compute properly. What does it even mean, is a radar blip sufficient?) then it is very difficult in general to communicate to the user where the damage originates from, which is something that is usually very simple in this game: wherever the projectile originated from. Let alone - how do you balance this? What if there are 10 SACUs with a damage aura?
And in general: stun is a very annoying mechanic in this game. The reason is simple: if a unit is stunned long enough then for some reason the engine decides to drop the current order. Usually units do not have more than 1 order, so the moment the unit is available again it will just stand there waiting to die. Let alone that stun immediately stops a unit in its track, which also prevents projectiles that are already fired by weapons to hit the target as they expected the target to not stop dead in its tracks like a normal unit. Therefore Chrono on SACUs is a no-go in my opinion.
A few thematic suggestions on things that are cheap to compute:
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UEF: Jammers, optics (vision/radar) and (bubble) shields on the SACU. That fits the theme of the UEF where they use conventional tools to dominate the battlefield. They would of course need to be adjusted to become more useful. The game fully supports these type of area effects and stacking of SACUs with these area effects has little benefit.
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Cybran: Initially the faction was called 'Recyclers'. The theme of the Cybran is utility and the idea of improvising and adapting. What I'd suggest is to re-use the build drones. But instead of them only slowing up when building, the build drones now hang around the SACU and assists nearby (not-moving) allied units by repairing them (for free) or by reclaiming nearby wrecks (at a relative low rate, but the SACU can move and do whatever while the drones reclaim). The game fully supports these type of aura's and stacking of SACUs with these aura-like effects has little benefit.
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Aeon: Optics (vision/omni) and a new aura that buffs nearby units with shields. The buff is simple: it removes the delay that a shield has before it starts to regenerate. As a result the shield will always regenerate, where as usually there's a small delay (of a few seconds) before it starts to regenerate. The game fully supports these type of aura's and stacking of SACUs with these aura-like effects has no benefit.
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Seraphim: Just OC and no aura-like effect. I agree with @FtXCommando that the energy costs need to be simplified so that it doesn't drain all of your economy. I'm personally also a huge fan of the lambda field mechanic of BlackOps, but then decently balanced.
And in general, SACUs with RAS should explode more violently to make it easier to create a chain reaction like with tech 3 resource production. I also agree with @FtXCommando that non-engineering presets need to be really bad at engineering. They can start it, but need help to finish it up.