MalContentFL wrote:Why not just make laser turrets like 5x harder to craft and have less health.
20 Steel + 15 Processing Units + 15 Batteries + 40 Iron Plates = 1 Laser Turret. They can only be crafted in Assembly Machine Mark 3's and take 10 Time to craft.
I don't think this is a good solution, this would just make it more tedious to set up your initial defenses.
The way I see it, there needs to be a bigger diversity between the turrets, also there needs to be a better return depending on their difficulty.
I propose something like this:
1. Gun turrets: They're semi-tough to automate, as they require either a belt or robots with chests to fill. Thus, they should be fairly effective. Since they're also the first turret you get, they should not be overwhelmingly powerful in the beginning. Luckily, with different ammo, you could make it so they upgrade nicely.
Damage of normal bullets seems alright, they are mostly used in a stage where you're handfeeding them.
However, to prevent their damage from falling off, AP bullets should do more damage, and there might even needs to be a "tier 3" bullet.
Main purpose: Main base defense.
Difficulty: Easy to construct, needs supplies and an easy construction setup (steel and copper)
Damage: should be fairly effective to use against everything, but needs to use upgraded ammo.
2. Laser turrets. While they're tougher to construct, they're "plop down and forget" and I think they should stay this way, they should maybe take up a bit more space so that they're not so stackable. I envision them as a hassle free defense for forward bases (no resupply needed) or parts that only see occasional fights. Of course, if you're mostly on green energy and get very light attacks anyway, or if you really place a whole lot of them, they should be usable as main weapons.
Main purpose: Outpost defense, place-and-forget defense for non-heavy combat.
Difficulty: Difficult to construct (needs oil and possibly accumulators), carefree operation.
Damage: I feel they're a bit too damaging at the moment, but they also shouldn't be too weak, they should be able to repel light and wandering attacks.
3. (not yet existing) Flamethrower turret. These should be short range, very high damage turrets that do friendly fire. This makes it so that they can't be placed behind walls or each other, making them extremely dangerous for both the player and creeps. (and buildings, and trains and that nice car you parked in range)
Main purpose: A very manly defense of heavy chokepoints.
Difficulty: not to difficult to construct, but supplying them requires oil (in jerrycans, just like the handheld flamethrower). Also, if a creep breaks through, they might create "fun" for the player.
Damage: Very damaging.
4. (not yet existing) Minefield emiter. These should slowly populate a wide range in front of them with mines. And, while very effective, minefields are slow to populate and will randomly fill, so it might be a while before the field is ready to stop another attack.
Main purpose: defense of places where creeps don't attack yet (or seldom) and additional defense in combination with other turrets.
Difficulty: not to difficult to construct, mines are not too difficult to supply either.
Damage: Very damaging, but very, very slow to repopulate.
5 (possibly) Missile installation. These very damaging weapons require a large amount of rockets and radar coverage, but they can be used to manually launch strikes at critter bases in range. To launch a missile barrage, the player constructs the missile installations, fills them with rockets, then goes to a location an (constructs then) drops a homing beacon. All missile installations will lock onto the beacon while the player Zoidbergs it out of there (whoop-whoop-whoop-whoop) after 10 seconds or so, the missiles approximately hit the target and do heavy damage. Meanwhile, the player flees from all the angry critters that he attracted while placing a beacon in the middle of their base.
Main purpose: Destruction of hives, clearing of forests
Difficulty: The missile installation should be high on the tech tree and moderately difficult to construct. Missiles are already hard to construct.
Damage: Extremely damaging, especially if multiple installations fire.
I think something like this would supply us with fun and different ways to defend our bases. We can all employ our own strategy, even if that strategy is hiding behind 100 laser turrets.