I imagine ties can cross over some things (like other ties) becasue they maybe curve a little in the 3rd dimension or can go through each other (physically bore a tunnel through the other one) or other similar properties.
Bots colliding with ties would be pretty interesting. However, try to keep in mind something important: currently everything is 2D but a 3D version isn't impossible to consider (the C++ fork even allows this implicitly since all the vectors are 3D and things like volume are calculated using 3 dimensions). If a bot can't go through ties, it means that a triangle multibot in 2D is rather solid. But in 3D this doesn't hold true for a tetrahedron multibot.
Maybe something like a solid membrane that can surround a multibot to make it impenetrable to shots, bots, etc. (the membrane could even be destructed by shots. Maybe membranes are made of shell or something like that.)
Ties should exhibit drag, but to do it properly is tricky. I think I have the math for it figured out, but I haven't tested it yet.
Ties should only be visible and otherwise detectable (through touch) if bots can influence ties through collisions, shots, etc. They are a package deal IMO.