Firstly, there will not be bombs strapped to dogs, as training an attack dog is harder than training a human, making them far, far too valuable to lose. The attack dog will be relatively expensive, but fast speed and the cloaking detection is almost invaluable.
As for the UNATF Sniper, I suppose we can try it with cloaking only going away on movement, though my worry is that if you stand in a position without moving, you'll never be found until late in the game in a UNATF v UNATF game, since the UNATF detector is the (late game) UAV.
And while the Brotherhood may have lots of supporters, they are vastly outnumbered by the UNATF, so can't afford to waste those valuable supporters by throwing them into a suicide mission. They'd want to make sure it's the best they can get. It's like World War conscription, they'd throw you through some quick training before throwing you into this war.
The spider hole may actually be a good idea, however, it may be an interesting concept to have the UNATF more geared towards defense and the Brotherhood towards offense, as per Zoy earlier. Stealth is a defensive mechanism (it doesn't deal damage of any sort, but helps save the unit and can be used to fortify defensive positions), so it's not necessarily unbalanced if the UNATF has two kinds of stealth units while the Brotherhood has one. Not to mention the Brotherhood's stealth unit is far more versatile. The UNATF's B-2 Spirit always uncloaks on attack, and being a late game unit, there's a good chance the foe will have a detecting Patriot Missile System or L152 Takeout. The XM500 Special Op has the weakness of only having stealth when not moving. But the Brotherhood's stealth unit can move and is capable of a stealthy attack, as well as more intermediate range attacks.
the SHADE should be the stealth unit, the MAPAS should be heavy assault, and the third should have a different acronym, and be the well rounded elite unit. (this is all so that the elites are memorable, and so that it shows that the suits may be related, but have totally different functions)
Fair enough for me, got an idea on an acronym/name for the chemical sprayer then? TORCH - Tandem Orientated Relay Chemical Hunter?
While I agree that a demolitions attack for the SHADE trooper would be cool, I just don't see any way it would be done? Unless you have some idea that won't involve blowing the unit to smithereens (ideally, he would place some type of charge on the building which would blow up after some time). What about creating a zero size unit that has EP regen of 1, and needs 3 EP to perform this specific blow up attack (so if placed near a building, it would blow up after 3 seconds, when it has full EP), and also give it 4 HP and a -1 HP regen, so it will die after 4 seconds (right after exploding). Being size zero, it be attacked (thus why it must die from HP regen instead of its splash attack). Only flaw? The AI will suck at it (though, I don't think they will use it even for now, and should we get Lua AI in the future, I will try and fix such a thing). In retrospective, that might actually work...
I have an idea, what if there was an infiltrator, who was completely stealthed, has an instant kill knife attack, SMG, and explosives to blow up the enemy buildings including Defenses in one hit. However, it would take a long time to reload
That really is the SHADE, it is stealthed, has an assault rifle, a knife that can do an instant kill (but has an EP cost to prevent overuse), and just might be getting an explosives attack. However, the explosives attack will NOT be one hit kill (even a nuclear bomb doesn't one hit any buildings), as that could be a game ender (I mean, a stealth unit you can't see just destroyed your resource building? Good fight). Though, the explosives would be reasonably powerful. The only restriction I can see is how to have cooldowns for both the knife and the explosive? I know there was a feature request for such a thing, but I believe it may have died.
It would be possible to have both use EP, but I'd prefer the cooldowns be separate, so that they can have different recharge times (you can use the knife more than the explosives) and to prevent the use of one from penalizing the other. Since the explosive is a weapon, it may even have resource costs.
Finally, the techtree needs a resource update. Any ideas that won't break the AI?
Oh, and thanks for making the google doc, John.