I think an explosive shot that used a shottimer would make the game even more interesting. Currently multibots have the unfair advantage of coordination, and the single bots have no real effective way to destroy them. What if instead you stored a value in shootval and shoot, and then set a timer to say 14 cycles. THe shot would be ejected out using the shotspread to determine accuracy of course, and would eventually slow down from friction or what not, meaning the shotspead would constantly be slowed. Once the timer in the shot went off, it would project as many shots into random space as possible (perhaps another logorythmic fucntion using the .shoot location and the timer). The effect would not return the energy to the bot, but to the center of explosion, meaning the bot might have to remember where it has, how long its been, etc... The shoot location could sned anything, be it waste, venom, poison, or just a shot (I'm guessing someone wants explosive viruses too, but I'm not in favor of that quite yet, seems to impractical), or information shots.
Now multibots could be hit with venom and poison all at once with just one shot, of coarse such a shot would be massive compared to a normal one; so I suggest that it be visible to all bots. Some bot without a defense against such a shot would be destroyed, where as more advanced bots could respond by taking the path back to the original bot (if they saw it move), or simply run away much like monty python. As far as the effective range of the explosion, I leave that for the community to decide (I'm in favor of a range of 100, the effective distance of the eyes).